STRATEGY
Ly
2 STRATEGY GUIDE
Aplayer Extra
Strategy Guide
Table OF Contents
4-Player Fun!!—___—
NES Play Action Football.
25
Nintendo World Cup—— 3 7
Gauntlet IT
Swords And Serpents— 4 7
Ivan Ironman Stewart's b 3
Super Off Road — 5 1
4-Player Round-Up — 5 7
Kings Of The Beach
Spot: The Video Game
Chris Evert & Iran Lendl In
Top Players’ Tennis
Magic Johnson’s Fast Break
Championship Bowling
A Nightmare On Elm Street
M.U.LE.
Super Spike V‘Ball
STAFF
Publisher: M. Arakawa
Hiroyuki Kato
Editor in Chief: Gail Tilden
Art Director. Yoshi Orimo
Senior Editors: Pam Sather
Howard Phillips
— Scott Pelland
Dan Owsen
George Sintield
Brian Ullrich
Brian Onstine
Concept & Design: — Work House U.S.A
Leo Tsukapon
Work House Co,, Ltd,
Seiji Sato
Kochan Yoshizu
Hiroya Tanaka
Koji Aizawa
Byte Tanaka
Kentaro Sato
Hiroshi Ohashi
Shuji Kurokawa
Mlustrations; ————— Al Skaar
Makikazu Ohmori
Hiroshi Aizawa
Orange Nakamura
Katsuya Terada
Shuji Imai
Kazunori Aihara
Copy Writers.
Layout;
un Matsui
Chiet Producer: ——— Tsutomu Otsuka
Producer: — Masayoshi Suzuki
Project Coordinator: — Yoshio Tsuboike
Hiroyuki Kurano
Keiji Hamada
W. David Mellen
Nintendo Power Strategy Guide
4-Player Extra
Volume 19
COPYRIGHT: © 1990 Nintendo of America
© 1990 Tokuma Shoten
All rights reserved. No part of this book may be
reproduced by any mechanical, photographic or
electronic process, or in any form of a phono-
graphic recording, nor may it be stored in a
retrieval system, transmitted or otherwise
copied for public or private use without written
permission of the publisher.
Nintendo of America Inc.
P.O. Box 957
Redmond, WA 98052
VOLUME 19
| ee O—=Eeeee,
GET REA “PLAYER Ub [sPLANV 82
Sa PUP
Like any NES game, a four-player game can take you from the depths of a
fantasy dungeon, to the playing field of a modern football stadium or the
far reaches of outer space. But with this latest NES game category, your
playing options increase. No one is left out, everyone can play at the same
time. Game play is more challenging against human opponents. And the
many different team combinations add to the excitement.
Swords & Serpents emphasizes coopera-
tion between the four players as you make
your way through a deadly labyrinth.
Super Off Road pits the
players against each
other on a radical off
road track.
To dive into four-player action, you'll
need a four-player adapter, like the
NES Satellite or NES Four Score.
Choose any of the special four-player
Game Paks already available. You'll
also need four NES fanatic friends
and four controllers.
Some games, like
Gauntlet II, are more
flexible and allow Ta
you to compete or pee =
cooperate.
Denno |
1200" 1472
600 o 150
Some of the best four-
player games divide the
players into teams of two.
Both competition and
teamwork are a big part
Look for the exclusive
4-Player logo to identify
the many four-player
Game Paks designed for
use with the NES Satellite
and Four Score.
4 STRATEGY GUIDE
of these titles, Examples
include: NES Play Action
Football, Magic John-
son's Fast Break, Super
Spike V'Ball and Kings
Of The Beach.
Ball on
Fine oud}
.\
2nd and G.
Hh Fike ound
VOLUME 19 5
4-PLAYER FUN!
ACCESSORIZE!
NES CONNECTOR
This cable transfers the signals
from the Four Score to the NES.
WITHIT
y
@
The Receiver Module re-
ceives the controller signals
from the Satellite and sends
them to the NES. Be sure to
The NES Satellite is the deluxe
accessory for those wanting to
partake in four-player fun, Not
only does it allow you to play with
up to four players, it also serves as
a remote control that you, can
place up to 15 feet from your NES.
You and your playing friends can
enjoy the comfort‘ef a chair across
the room fas you experience the
fun of four, player gaming. Free-
| playing session is over.
POWER ON/OFF
SWITCH
Hit it for four player power!
Turn it off when switching
controllers or when your
MODE SWITCH
The Satellite lets you
keep a clear path between
it and your Satellite.
The NES Four Score gives you the
same play options as the Satellite,
but without remote capability. The
Four Score does not require batte-
ries and is a less expensive-eption
if you aren't ready for remote con-
trol.
CONTROLLER
SOCKET:
Any controller can be
plugged into the Four
Score. Play with your
favorite!
MODE SWITCH
You can use the Four
Score with 1 to 4
dom for eachwplayer to choose choose your weapon, giving Players. P — .
their own. favorite controller is ont betas Slee i |
another NES Satellite, bonus. ae the Nintando EE Eas ; 7 : ]
Quality Seal will work. TURBO BUTTONS
Like the Satellite, the NES &w 3 y
CONTROLLER (EE Four Score can also give . ) 7
SOCKETS regular controllers the ‘= fF
Plug in your choice of controllers here! TURBO oom power of Turbo. v7 7
Any official NES licensed controller Bae
Hf an NES controllers turbo pow- s
will work (except for the Power Pad).
option.
er. Turn off your control-
ler’s Turbo if you use this
me ee on ee ee ee ee ee ee ee ee ee ee ee oe oe oe ee
FREEDOM OF CHOICE
The option to use any controller in a four-player game
gives you a lot of flexibility. Everyone can feel com-
fortable using their own NES Max, NES Advantage
Controller Accessories For Your NES
NES Control Pad Hudson Joycard
NES Advantage Sansui SSS
NES Max Nexoft Dominator
Broderbund U’Force Suncom Mothership
Mattel Power Glove Bandai Super
or even the standard Control Pad. Any controller
with the Seal Of Quality can be used. Try to make
sure everyone has a controller they are familiar with.
Bandai Mega Beeshu Ultimate
Hyper Superstick
Hyper Stick Jazz
Controllers Zipper
Beeshu Zinger Gizmo
Zoomer
6 STRATEGY GUIDE
teat |
CUSTOMIZE YOUR CONTROLLERS! =:
E e 1
[The beauty of the four-player adapters is that they let :
{you use your own controller. But imagine, if you will, H
{plugging your favorite NES weapon, a tried and true x H
{| Advantage, into a buddy's Four Score for a Super f
{Spike V'Ball session. Then,-during the heat of the Y, H
{ action, you and your partner forget which player Y 1
t RG Salt See ooh deem are te Y/, H
. the Four Score sockets, “KABOOOMI!” You eat a
a super spike. If this scenario is familiar to you, use the acnceageal :
| set of stickers provided with the fourplayer accesso- be able totell ata 5
{fies to color code your, controller at each end of its glance which player 1
| cord (near the controller and the plug). you're controlling. i
VOLUME 19 7
TM Nintendo of America Inc.
4-Player Extra
Make sure everyone is comfortable and has an unobstructed view of the
screen. Your four-player gaming sessions are likely to be four times as
long as a regular gaming marathon.
If you’re playing a game with teams, strategize plays with your team-
mate before the game begins. If all four of you are working together,
talk over teamwork.
Continue communicating with your teammate or partners during play.
Even the best laid plans may be foiled, so don’t get frustrated with your
teammate.
Rotate team members every so often, especially if one team is dominat-
ing the other.
Make sure everyone understands the rules before you start a game.
Play a few practice games before you start one that “counts.”
APloyert Extra
NES
| afin ube
HOO TIE ‘oie ad 5 :
Gu Playing With Power IMENT
The four-player option of NES Play Action Football is
the most realistic football simulation for the NES. For
one thing, you and your teammate have to work
together like a real team. Second, you can fake out and
intimidate your human opponents in ways _ that
wouldn't fool a computer. On the other hand, they
might do the same to you. Watch out! In the following
Teams & Rosters
The most important decision
you have to make is choosing
a team. Do you want to pass
or run, or both? Offensive
and defensive strengths are
listed at the top of each
team’s description.
Knowing who to use on your
team is also important. The
best plays for the superstars
of each team are outlined. To
make full use of these plays,
you'll need to keep your top
players healthy.
Terminology
In the following pages you will encounter a number
of specific terms relating to the plays. Below is a
description of the most commonly used terms in this
review of NES Play Action football.
Switching
Push the A and B Buttons at the
same time to ‘switch’ control to
the player closest to the ball,
either on offense or defense.
Line Of Scrimmage
The line of scrimmage is the
yardline where the ball is placed
at the end of one play until it is
snapped at the beginning of the
next play.
10 STRATEGY GUIDE
When Linebackers or Defensive
Backs rush the QB, it is called a
QB is tired. The path a Receiver
takes to get there is called a
mee x
N
pages you'll learn the strengths of every team, which
players and plays to use for both you and your partner
plus special tips to give you a big edge over your oppo-
nents. Full rosters and playbooks are given for every
team, and their best plays are shown with arrows
marking the passing routes and running lanes. Many of
the play tips can be used for all the teams.
Plays & Sketches
described for your team, it may
lan
appear in the info for another
team. The plays are the same no |
matter what team uses eal
only the players are different. Use
your best, healthiest players
A full list of each team’s plays is |
listed in the Playbook section. |
You'll find the best plays are indi-
cated by a star. If a play is not
when you run the play. The plays oO
are described and also dia- |
grammed to show how the play is designed to be run.
Player 1 (Red) is the QB, and Player 2 (Yellow) is your
teammate, and black lines indicate blockers.
blitz. This play can backfire if you
fail, as there will be open men
downfield.
Plays that allow the OB to keep
the ball or pitch it to a Running
Back are called ‘options.’ Wavy
lines will indicate your option
choices.
Pass Route
Passes are thrown to specific
parts of the field, except when a
“route.”
NES PLAY ACTION FOOTBALL
Running | Running Offense * Blitzing Defense —_| | Running Offense * Blitzing Defense —_| Defense
HOUSTON D =
When you play with Houston, your road to glory is on the ground. Your
partner will have a lot of running room when he controls Rozier, Hous-
ton’s best running back. Of course, you'll have to get out front and block
for him, and he should make use of open field running techniques. At QB
is Moon, who has a strong arm. Hill at Wide Receiver and Mrosko, the
Tight End, are true aerial threats. The defense is led by speedy Lineback-
ers and two great Cornerbacks. Still, against the competition of the other
teams, Houston is not one of the stronger squads.
Counter
Highsmith is the default back on the Counter, but
by using your substitution screen, shift Rozier to
the right Tailback position, The Counter requires a
quick hand-off to your teammate, then switch to
block. As long as the other guys didn't call a
stunt, the hole will be inside the left Offensive
Tackle. If defenders are around, your partner
should use the A Button to stiff-arm them out of
the way.
QB Keeper
Moon is the perfect Quarterback for this play. Think
of him as an extra Running Back, and a good one,
too. The play is simple, just drop back as if you're
going to throw a screen or run an option, then angle
upfield toward the sideline, or up the middle if you
faked out your opponents. It's your partner's job to
make the fake work by running like crazy away from
you so the other guys think he has the ball. While
he's doing that, you'll sneak off in the opposite
direction.
Rollout Pass
You'll notice that you have two Rollout Passes from
which to choose. The play sketched with two
medium distance pass routes is the best. The left
option goes to Mrosko while the short center option
goes to Hill, the fastest Receiver on the team. Both
are good choices, but watch out for heavy traffic
over the middle and a possible interception. The
term Rollout means that you, as the QB, run toward
the sideline, This gives you extra time for Receivers
to get open.
HOUSTON Playbook
Button Hook Pass Slant Deep Pass * Zone 4 Deep *
Lead Option * Off Block Option * Blitz Man-to-Man
Crossing Deep Pass * Button Hook Pass 4 Man Rush Man-to-Man
Screen Pass * QB Keeper * Stunt 3 Deep
Rollout Pass Rollout Pass Pinch 2 Deep
Sweep * Pitch Out * Blitz Man-to-Man
Punt Fake Rollout Pass Double Team WR
Punt Reverse Option * All Blitz Man-to-Man *
Play Action Pass Slant 2 Deep
Dive * Blitz 2 Deep *
Quick Pass Zone 3 Deep
Power Off Tackle * Stunt Man-to-Man
Deep Out Pass * Lead Man-to-Man
Counter * Hot Blitz 3 Deep *
Field Goal Fake Zone No Deep
Field Goal Hot Blitz Man-to-Man *
Bench
Starting
Line
Bench
VOLUME 19
VW
4-Player Extra
ROSTER
OFFENSE
Starting JS es iiss a
12 STRATEGY GUIDE
LOS ANGELES
Balanced Offense * Blitzing Defense
LA. has a little bit of everything going for you. On offense; Everett the OB
leads your passing attack, throwing to Ellard, Anderson and Johnson the
Tight End. McGee, Bell and Delpino in the backfield provide a strong
corps of Running Backs for your partner. Defensively, L.A.’s strength is in
the speed of its Linebackers and an excellent pair of Cornerbacks in Hicks
and Gray. The team shapes up as one of the top two in the game along
with San Francisco, because you can run every play successfully; that is, if
you and your partner practice.
Power Right
The Power Right is simply a pitch out option from
Everett (the QB) to the Running Back Bell. The key
is to switch quickly from QB to a blocker out in front
of your partner once he's got the ball. The more
blocks you provide, the further he'll be able to run
with the ball, After you've called this a few times, run
the Power Right Opposite. You'll probably find the
defense thinks you're going to run to the right. If
they anticipate this, your partner may have an open
field.
The Rollout Pass
Any of the long passes are good for LA., but shorter
routes such as those in the Rollout add an extra
dimension. You shouldn't drop back very far when
you take the snap. A couple steps and then throw is
the rule, that way your partner will still be in the
pattern making for the pass indicator arrow. Your
teammate should choose either Anderson (the best
Receiver) in the middle option, or Johnson for the
right option. Also, as you roll out, look for running
room of your own.
Hot Blitz 3 Deep
You'll soon discover that the best defensive
formation in the game for all teams is the Hot Blitz
3 Deep. It's even better for teams like L.A. who
have fast, blitzing Linebackers such as Kelm and
Greene. Since both you and your buddy are close
to the line, you'll be in good position either to blitz
or drop back and cover the pass. The best idea is
to split the job. One blitzes, the other drops back.
L.A. Playbook
Button Hook Pass *
Lead Option *
Crossing Deep Pass *
Screen Pass *
Rollout Pass *
DEFENSE
Zone 4 Deep *
Blitz Man-to-Man *
4 Man Rush Man-to-Man
Stunt 3 Deep
Pinch 2 Deep
Blitz Man-to-Man *
Double Team WR
All Blitz Man-to-Man *
Slant 2 Deep
Slant Deep Pass *
Off Block Option *
Rollout Pass
Pitch Out *
Pass Play Action *
Power Right *
Sprintout Pass
Sweep *
Punt Fake
Punt Power Sweep *
Play Action Pass *
Dive Blitz 2 Deep *
Zone 3 Deep
Stunt Man-to-Man
Lead Man-to-Man
Hot Blitz 3 Deep *
Zone No Deep
Hot Blitz Man-to-Man *
Quick Pass *
Power Off Tackle *
Deep Out Pass *
Counter *
Field Goal Fake
Field Goal
he Slant Deep Pass
For Long Yardage
One of the best plays for L.A. is the Slant Deep Pass.
Because your Receivers are spread all over the field,
it is difficult for opponents to cover each pass route
closely. There's another benefit, too. The pass indi-
cator arrow can’t be seen on deep routes to the left
sideline until the screen scrolls after the pass is
thrown. As a result, you know where the pass is
headed, but the defensive guys haven't a clue.
They'll have only a few seconds to switch to the
closest defensive players to your receiver.
Your primary Receiver is
Ellard, who takes the long
route down the left sideline.
Drop back four or five steps
(count while pushing your
controller) before releasing
the ball. Also look for open
Receivers other than the one
controlled by your teammate,
You control secondary
Receivers once you've
thrown the ball,
It you choose the short route,
Anderson is the primary
Receiver. This time only drop
back two steps before
throwing the ball, With a little
practice, your partner should
be able to catch the pass on
the run. You'll switch, (push
A and B at the same time)
once the ball has been
caught, to provide extra
blocking for your teammate.
The best way to pick up big yardage on
both running and pass plays is to know
how to run once you have the ball. The
first rule is to take it easy on the A But-
ton. If you keep hitting the A Button to
speed up your runner, his energy will
quickly drain. Only use the A Button
when a defender is almost on top of
lean Up Using
The Power Sweep
You Gan't beat the Power Sweep for gaining consis-
tent yardage for L.A. Your partner takes control of
McGee at Running Back unless you've made a sub-
stitution. He can easily get 20 to 40 yards on a Power
Sweep romp, even more with smart blocking from
you. Also, with plays that run wide to the left, down-
field defenders are off the screen. This meahs that
the guys on defense can’t see their own men or
switch to them until you are well downfield. Remem-
ber this on pass plays when the left side is open.
Keep the ball and run it yourself
The ball is pitched back to
your partner at Running
back after the snap,
allowing you to switch to a
blocking position. Everett is
fast enough to provide good
blocking, but you should
conserve his energy. To free
yourself from a block, push
the A Button and move your
controller back and forth
Your teammate follows your quickly at the same time
blocks as far as he can and
should avoid using the A
Button. Excessive use of
the A Button will tire out the
Running Back and make it
more likely that he'll fumble
the ball. When he is in the
open field, he should use
the running techniques
outlined in the special tip
box below.
The second rule is to
run a broken pattern,
When a defender
closes in, turn ata
right angle away from
him, run a few steps
and watch the
defender run past
you, then turn upfield.
PI rovides Player 2 can escape
your runner. You can often run through tens Cad tackles by wiggling the
defenders this way. Also, your partner Run in front of the controller left and right
should run close to your block,
ball carrier and block
Also, stop suddenly
F defenders. Switch and let z&
=> because your body acts like (push anid Bhi defenders =~
i a pick for any pursuing wiggle the controller run by, or /
{ defenders. back and forth to loop behind |
break free of a block. them. X
VOLUME 19 13
4-Player Extra
SPECIALISTS
DEFENSE—————————_
14 STRATEGY GUIDE
wee ts
ia © OAPed ewer 4
WA
San Francisco is the best all-around team with strong offense for both
your running and passing plays and an excellent defense that can blitz or
cover passes. Montana at Quarterback throws the bomb to Wide Receiv-
ers, Wilson and Taylor, and the Tight End Jones. All have top speed and
great hands. The Running Backs, Craig and Rathman, are both excellent.
On defense, Lott and Brooks at Free Safety give your team an edge in
pass coverage and blitzing. A big play can develop from almost any for-
mation with this team, so don’t limit your play calling.
Shotgun Bomb
This is probably the most devastating play (to
opponents) in the game. Make sure that Montana
and your primary Receiver, which can be any of
the four starters, have fairly high levels of energy.
Stay in the pocket unless there's a vicious rush.
Give your teammate time to go deep; count to 3
or 4 for the middie routes, 4 or 5 for the outside
routes. Once your partner has the ball, switch
from Montana to a blocker.
Lead Option
Both Montana and Craig are fast players, which
means that they can outrun most of the Defensive
Linemen and Linebackers on opposing teams. When
you run the Lead Option, look for holes as’ you run
laterally toward the sideline. If no holes appear, or a
defender closes in, pitch the ball back to your
partner. Switch to a blocker out in front. Always look
to block the fastest defender who is closing in or
the darker player, which is human controlled and
therefore less predictable,
Zone 4 Deep
You can use the Zone 4 Deep in most situations,
although it is primarily intended for close pass
coverage. Lott and Brooks are set back from the
line, but not so far back that you can't blitz them if
the play is a run. If it is a pass, you and your
partner can either drop back or blitz. Better yet,
‘switch to the closest Linebacker to the ball. The
Safeties, now computer controlled, will cover the
pass closely and if a pass is thrown you can switch
to them.
wy,
| ae
Button Hook Pass * Draw Fake Pass * Zone 4 Deep *
Lead Option * Oraw Blitz Man-to-Man |
Crossing Deep Pass" Shotgun Bomb * 4 Man Rush Man-to-Man
Screen Pass * Blast Stunt 3 Deep |
| Rollout Pass * Slant Deep Pass * Pinch 2 Deep |
Sweep * Off Block Option * Blitz Man-to-Man
Punt Fake Button Hook Pass * Double Team WR
Punt QB Keeper * All Blitz Man-to-Man *
Play Action Pass * Slant 2 Deep
Dive Blitz 2 Deep *
Quick Pass * Zone 3 Deep
Power Off Tackle * Stunt Man-to-Man
Deep Out Pass * Lead Man-to-Man
Counter * Hot Blitz 3 Deep *
Field Goal Fake Zone No Deep
Field Goal Hot Blitz Man-to-Man *
Ix It Up With The
Quarterback Keeper
The Quarterback Keeper starts out looking like an
option play or a screen pass, the result being that
defenders may move to cut off the outside run. Of
course, your goal is to run inside through a hole in
the line, which is the beauty of this play. Your team-
mate can block or fake a run outside. If you get
through the line and are suddenly surrounded by
enemy jerseys, hit your B Buttton and dive ahead for
another two or three yards. Remember this play at
the goal line, but also keep in mind that it drains lots
of energy from your QB.
Ff Take the snap and drop back
m to the position of the running
back, as is shown in the
diagram on your play
selection chart. You can then
proceed two ways. The first
option is for your partner to
tun in front, blocking and
opening up a hole in the line.
He can switch to other
blockers as you steamroll
downfield.
The second option is trickier.
When you drop back, the
defense may think you've
handed off to your teammate.
They may go after him,
especially if he pounds his A
Button. If they do, quietly drift
toward the sideline and run
upfield as soon as you spot o)
an opening. Chances are it
won't work twice, however.
NES PLAY ACTION FOOTBALL
a
2]
°
is |
;
Peer errr rrr rrr rrrrrrrrrrrrrrrreet tr tt ttttt ttt ttt ti irttiit iii
he Crossing Deep
Pass For Ist Down
So you need 10 to 20 yards, pronto. Give the Cross-
ing Deep Pass a shot. The Tight End crosses routes
with the Wide Receiver, making the maneuver diffi-
cult for your opponents to cover, which means that
your partner will probably be open. The tough part is
learning the routes. If your teammate chooses the
outside right Receiver, his route cuts toward the
middle. The inside right Receiver runs to the side-
line. If he’s not open, don’t force the pass. Throw to a
secondary receiver, but let your partner know so he
can block for you.
Take the snap from center
and drop back to avoid any
rush. Don't hold on to the
ball for a long time; a count
of 3 seconds should be
enough for your partner to
run his route. If he is
controlling the Tight End,
Jones, you should throw the
ball to the right. Switch
yourself out to tthe nearest
blocker as soon as possible.
On the left side is Wilson,
who runs a medium deep
route, but since he's all
alone, you don't have the
benefit of two Receivers
crossing and confusing the
coverage. If your teammate
chooses Taylor, who lines up
inside on the right, he should
push Up when selecting a
Receiver,
Calling Offensive Plays
The offense has 30 seconds to call a
play, but No Huddle Play Calling can
give you a big advantage over the
defensive duo. If you take only a
second or two to select your play, the
defense will have to call their defensive
formation in the same amount of time.
In other words, they Il have no time to
think about their choice once they
enter the defensive play selection
screen. If you plan on calling plays
-—— without a huddle, let your
/ \ partner know what plays
) you'll call ahead of time.
\S V/. choice.
The defensive team
is stuck with the
Zone 4 Deep, or
default formation, if
they don't choose an
alternative play in the
short time you've
given them to make a
Use the flash cards
to show the series of
plays you want to run
‘on upcoming downs,
and don't call too
many plays in
VOLUME 19 15
4-Player Extra
ROSTER
OFFENSE
Starting
Lineup
L:
HL
Bench
E
I ‘
SPECIALISTS
DEFENSE
Starting
Lineup
STRATEGY GUIDE
CHICAGO
Running Offense * Balanced Defense
In the Windy City of Chicago there are more reasons to keep the ball of
the ground than unpredictable gusts off the lake. Muster and Andersor
are the primary reasons—both are super Running Backs. The offensive
line is another reason. It's awesome, the best in the game. Unfortunately, R
the passing game leaves something to be desired. Defensively, Chicage &
has good pass coverage and an excellent front three in Dent, McMichae’ tr
and Hampton. The Linebackers are also strong, giving you a very a
balanced defensive unit. SI
Draw
Tomezak is a strong Quarterback who, when paired
with a strong Running Back such as Muster, can do
some impressive running of his own. In the Draw,
you'll take the snap from a shotgun formation. Now
step forward and hand-off to your partner. You can
also fake the hand-off and run it out yourself, The
offensive line opens a hole up the middle, so look
there first. If there is no hole, run laterally toward the
sideline, looking for a hole or to go around the end.
Counter
Muster is the default back on this play, but you can
substitute other backs if his energy is low. Take one
step back before handing the ball to your teammate,
He should angle toward the line, looking for’a hole
over the Left Guard, When he hits the line, he should
use the A Button to throw off any defenders. From
QB, you switch to the nearest blocker to give your
partner as much running room as possible. Keep
switching to blockers further downfield as the play
progresses.
Stunt 3 Deep
The Stunt 3 Deep accomplishes a couple things
very well. First, the stunting at the Jine should allow
penetration by Singletary. If you or your partner
switch to him quickly, you'll probably get a sack.
Secondly, with three defensive backs covering the B.
Receivers, you don't get caught off guard if Single- = 2
tary misses. Split the duties so that one of you %
CHICAGO Playbook
blitzes while the other drops back. When tackling, try |)
to run straight through the ball carrier and be wary
DE
Button Hook Pass’
of diving.
Lead Option *
Crossing Deep Pass
Screen Pass *
Rollout Pass
Sweep *
Punt Fake
Punt
Play Action Pass
Dive *
Quick Pass
Power Off Tackle *
Deep Out Pass *
Counter *
Field Goal Fake
Field Goal
ie) "2.0%
Draw Fake Pass *
Draw *
Sprintout Pass
Power Sweep *
Pass Play Action *
Rollout Pass
Reverse Option *
Zone 4 Deep
Blitz Man-to-Man *
4 Man Rush Man-to-Man *
Stunt 3 Deep *
Pinch 2 Deep
Blitz Man-to-Man *
Double Team WR
All Blitz Man-to-Man *
Slant 2 Deep
Blitz 2 Deep
Zone 3 Deep
Stunt Man-to-Man *
Lead Man-to-Man
Hot Blitz 3 Deep *
Zone No Deep
Hot Blitz Man-to-Man *
he Reverse Option
Takes Timing
Running left then running right gets predictable after
awhile, so you'll want to mix things up a bit. One play
that accomplishes this is the Reverse Option. It is
also one of the most difficult plays in the game torun
successfully, because it requires precise timing and
team work. Practice it with your partner before the
game. During the game, you'll probably want to use
it after running several plays to the right. When the
other guys see you're running right, they'll be
suckered away from the left where your partner
takes the reverse.
After you take the snap, drop
back two steps before
headingstoward the right
sideline. Chances are a
Defensive End will have
come around the Tight End.
Wait until the last possible
moment before pushing the
B Button to throw the ball to
your partner, who should be
running parallel to you a few
steps back.
S
Once he'has the ball, your
teammate should head back
to the left. He can go around
the end or up the middle
depending on where there's
daylight. Your job is to switch
to the closest offensive
teammate to provide
blocking. Unless you've made
substitutions, the Running
Back who gets the reverse is
Anderson, who runs hard
and fast.
The On-side Kick is never easy to
execute successfully, which is why
you don't often see it. But it can be
done, in NES Play Action Football as
it is in the NFL. First you'll have to
stop the kick direction arrow when it
is furthest to the left, then push your
A Button when the kick power meter
is at about its lowest point. You don't
need the lowest setting or the point
furthest to the left, but the closer you
~~ get the faster your partner
:) can get to the ball.
seeeneeeeeeeeeeeeeseeeeseseeeeeeeseeneeseeeeeeeeneeeneeeeeeeeeseeeeeeeeeseseeeseeeneees
NES PLAY ACTION FOOTBALL 4.
FOUR
PLAYER
GAME
ass Play Action
Spices Up The Game
Don't think that Chicago can’t execute pass plays. In
fact, the pass is a good weapon, because the guys on
defense won't be as worried about your passing
game as your running game. Tomczak is as good as
any starting Quarterback and his Receivers are able
to catch the ball. Davis, number 82, has the best
hands on the team, making him your partner's
choice on the Pass Play Action. His route is on the left
side, a simple down and out pattern about 12 yards
beyond the line of scrimmage. Use it now and then
to hold off the blitz.
You should drop back and
count to two or three before
throwing. At Receiver, your
partner runs ten yards and
breaks left toward the
sideline. There may be
defensive players all around
him. If so, it might be wise to
choose one of the deeper
Receivers as a fall back. The
short pattern over the middle
is too easily intercepted.
On the Pass Play Action,
your teammate can alter his
route to confuse the defense.
A quick move to the inside,
then back out again might
break him into the open.
Remember that the timing
will be different, however.
You'll have to drop back
further, allowing him to get
back into the set pattern,
VOLUME 19 17
DENVER
Starting Passing Offense Blitzing Defense
tineup LESS ey Denver's great offensive strength is in the passing arm of
fattest go | hands of Wide Receivers Jackson and Johnson. Also look to a strong
running game with Humphrey and Brattan to mix up your play calling. On
| ie Meio =a ows | the defensive side, fast Linebackers led by Mecklenberg provide a strong
pass rush, while hard-hitting Safeties Atwater and Smith give you sound
deep pass coverage. Like LA., San Francisco and Washington, Denver is
a threat no matter what play you choose. For hints on plays not listed spe-
cifically for Denver, see the other team descriptions.
Sprintout Pass
The key to this play is giving your Receivers enough
time to complete their routes. Controlling Elway at
QB, you'll drop back or sprint to the side for a count
of 4 or 5. Sprint toward your intended Receiver,
using the A Button to evade the blitz; this way you
won't have to throw back across the coverage. Your
teammate controls either Kay on the right or
Johnson on the left. Forget the middle, as throwing
there gives your opponents a good chance at an
interception.
Bench
Deep Out Pass
Johnson's route on the left takes him about 13
yards deep, and right on the sideline. Give your
partner time to run the pattern by dropping back a
long way. Jackson, on the right side, cuts toward the
sideline. Kay runs the middle route, only 15 yards
deep and your set up should be quick if your
teammate chooses that route. Because you're
dropping so far back, this is a good play for your
partner to dazzle the defense with a little fancy
running before the pass.
All Blitz Man-to-Man
DEFENSE————————_ On a goal line stand or other critical short yardage
BERSERK down, make use of Denver's Linebackers by calling
the All Blitz Man-to-Man or Zone No Deep. Both you
and your teammate line up close behind the
Linebackers. Switch to a blitzing Linebacker like
Mecklenberg if he breaks through the line. Use
turbo on your A Button if you have it, in order to bull
through the pass blockers. As always, it's best if
either you or your teammate stay back to protect
against the pass.
DENVER Playbook
Button Hook Pass * Draw Fake Pass * Zone 4 Deep *
Lead Option * Draw * Blitz Man-to-Man
Crossing Deep Pass * ‘Sprintout Pass * 4 Man Rush Man-to-Man
Screen Pass * Power Sweep * Stunt 3 Deep
Rollout Pass * ‘Shotgun Bomb * Pinch 2 Deep *
‘Sweep * Blast * Blitz Man-to-Man
Punt Fake Rollout Pass * Double Team WR
Punt Reverse Option All Blitz Man-to-Man *
Play Action Pass * Slant 2 Deep
Dive Blitz 2 Deep *
Quick Pass * Zone 3 Deep
Power Off Tackle * ‘Stunt Man-to-Man
Deep Out Pass * Lead Man-to-Man
Counter * Hot Blitz 3 Deep *
Field Goal Fake Zone No Deep *
Field Goal Hot Blitz Man-to-Man *
18 STRATEGY GUIDE
With Denver there’s always the temptation to throw
the bomb. The Shotgun Bomb is the obvious choice,
but the Draw Fake Pass, which also uses the shotgun
formation, is just as good. On any pass play it’s your
job to choose the open Receiver. Don’t force a pass
to your partner. Since secondary Receivers are con-
trolled by Player 1, your partner should switch and
block if the pass is elsewhere. Of course, if you con-
stantly pass to yourself, your teammate might get
angry. Don't hog the ball, and always tell your part-
ner if you plan to alter a play.
Drop back once you take the
snap, because all four pass
routes are deep. At this point,
look at the defense. Corner-
backs often drop back 20
yards or so to cover deep pass
routes. If you drift to the side
and see an open field, or your
defensive opponents are deep
in the secondary, run straight
ahead like crazy!
The middle route belongs to
Kay and is probably the
easiest. Johnson is on the
left and Jackson on the right.
Your partner should watch
how long you scramble. If it
is more than a count of 5, he
may have to adjust his route.
Also, keep in mind that if a
QB is tired, the ball will not
be thrown as far downfield,
After being burned by the long bomb, your oppo-
nents aren't likely to be thinking run. This is a good
time to hit them with the Power Off Tackle (or the
Counter, which is run the opposite way) and remind
them that you have excellent Running Backs in the
backfield. Another good time to use this play is when
your QBs are both low on energy and you don’t want
to risk a pass. If you run the Power Off Tackle Oppo-
site, you'll gain the advantage of running where your
opponents can't see their players until you're well
into their territory.
Your first order of business
is to take two steps back
and give the ball to your
teammate. If you don't, you'll
have to run the ball. Your
partner should switch to a
Lineman immediately to
provide blocking if you keep
the ball. Look for any
opening in the line and use
your B Button to dive ahead
for extra yards.
When your partner has the NJ
ball, he should angle just
inside the Right Offensive
Tackle. He might also want to
hesitate a step to allow you
to switch and get in front of
him to throw some blocks. If
the hole is narrow, he should
tap his A Button a few times
for extra power. If he breaks
through, you should switch a
and block.
Make Use Of The Flash Cards
For example, when the offensive play selection
screen is up, point to the red triangle at the
upper left corner of the flash card to indicate
the Button Hook Pass.
or Right to show his route. Next is a neat way to
fool opponents who watch where you point.
Running plays
opposite to the
direction they're
drawn Is a great
idea. Defenders
get used to you
running a play
one way.
Surprise them
| by choosing
Opposite.
If the play you called is
a pass play, Player 2 points to Left, Center
|
VOLUME 19 19
4-Player Extra
OFFENSE
Safdar eae weg
with
E
E
my Meats!" iggy wong
SPECIALISTS
CAL ests
DEFENSE
SQ eat Hessg snc
eta
E
B
1
|
ERE
a i
:
arene
20 STRATEGY GUIDE
Washington is a powerhouse on running plays with both Riggs and Mor-
ris in the backfield for your partner to choose from. When you add to
them the potential of Rypien and Williams as runners, plus Byner on the
backfield bench, there's no question that you'll be able to move the ball on
the ground with this team. On the other hand, don’t discount the passing
game. Monk, Clark and Warren can all snag a ball. On the Defensive side,
Washington boasts an excellent Linebacker corps and secondary. When
calling plays, you can really mix it up.
Sweep
Riggs is your man on the Sweep and, although it
isn't a specialty play, it is incredibly effective,
especially when you switch to block downfield for
Riggs. The snap goes all the way back to your
partner, getting the play off to a quick start. Even
better is the Sweep when run in the opposite
direction. The defensive team members can't see
their defenders on the left side of the field until
Riggs is well downfield. This gives you time to get
out in front of your teammate.
Screen Pass
Like the Sweep noted above, this is a simple but
effective play. As Rypien, the QB, you'll be throwing
to Morris, who is just as strong as Riggs. At the
snap, take two steps back. Make sure no blitzing
Safety or Linebacker has crashed through the line
before throwing the screen. Pass if the coast is
clear. Your partner should run outside while you
switch to a nearby blocker. You can also keep the
ball if you have room to run, Look up the middle for
some daylight.
Hot Blitz Man-to-Man
Call the Hot Blitz Man-to-Man on short yardage or
when you suspect a pass. Everyone is close to the
line of scrimmage, which means you and your
partner don't have to blitz from deep in the
secondary. At the snap, one of you should blitz
using his A Button or switch to Caldwell if he
penetrates the line. The other should watch for a
Quick Pass or Dive so the opposition doesn't burn
you while you blitz. This is a good formation for
goal-line stands.
OFFENSE
Button Hook Pass Shotgun Bomb *
Zone 4 Deep
Lead Option * Blast * Blitz Man-to-Man *
Crossing Deep Pass * Pass Play Action 4 Man Rush Man-to-Man
Screen Pass * Power Right * Stunt 3 Deep * |
Rollout Pass Slant Deep Pass * Pinch 2 Deep j
Sweep * Off Block Option * Blitz Man-to-Man * |
Punt Fake Rollout Pass Double Team WR
Punt Reverse Option * All Blitz Man-to-Man *
Play Action Pass f Slant 2 Deep
Dive * Blitz 2 Deep
Quick Pass Zone 3 Deep
‘Stunt Man-to-Man *
Lead Man-to-Man
Power Off Tackle *
Deep Out Pass *
Counter * Hot Blitz 3 Deep *
Field Goal Fake Zone No Deep
Field Goal Hot Blitz Man-to-Man *
The Blast and Dive may look like the simplest of
plays, but to run them successfully requires skill and
quickness, not to mention coordination between
teammates. The most effective time to use either is
when the defense is in deep pass coverage, but with
good blocking they can be powerful goal line plays
that punch the ball in for a score. On both, the ball
carrier should push the B Button to dive for extra
yards if he is about to be tackled. By doing this, you
can turn a no-gainer into a respectable four yard
advance.
The most important consider-
ation in calling the Blast is
that your Quarterback must
be near full power. This is
vital because you will take
the ball in a shotgun
formation. That means you'll
have to run five yards just to
reach the line of scrimmage.
With this in mind, the Blast is
a good play for first downs.
Once your partner gets the
hand-off on the Dive, he'll
have to search for a hole. He
should look inside the Left
Tackle and Guard
Sometimes there will be no
Defensive Lineman over the
Center, and then he can bust
straight up the middie. As
Player 1, you should switch
to a lineman and block after
the hand-off.
Teamwork depends on good commu-
nication between you and your part-
ner. Before the game begins, work out
some calls that let your teammate
know when you're going to biitz,
Switch, cut, drop back, or when you
need blocking help. You can just call
out “Blitz”, of course, but that’s a pretty
good hint for the opposing QB to
throw the ball. Code words are better,
and they add to the fun. Don’t be shy,
extra noise helps distract
\ the other team just like the
) Wave in a domed stadium.
to call out the
On defense, it's
always a good idea
3
5
Sede e neste eee ease eee ee eee ee eee eee e ee eee ee eee eee CE ESSE SESE EE SEES OEEEO SESE SELES ESS ES FEES
direction of a pass
once it's thrown, just
in case your partner
hasn't seen where
the pass is going,
NES PLAY ACTION FOOTBALL
ff—Block
Option
The Off-Block Option is your best option play and a
real ace in the hole. Played correctly, which means
that you pitch the ball to your teammate at the last
possible moment,,at which time you become a
blocker, you can pick up anything from 5 yards to a
90 yard touchdown. It’s that good! Of course, the
better your partner's open field running, the better
your chances of making a quick score. You'll have the
best success when it is played to the left side when
your opponents are in a pass coverage formation.
Surprise them on third and long!
Taking the snap, you step
back then head for the left
sideline. Your teammate runs
parallel to you deeper in the
backfield. There will probably
be a Defensive End closing
in by the time you reach the
Left Tackle. When he's just in
front of you, that’s the
moment you pitch the ball
out to your teammate,
Now with the ball, your
partner dodges around the
Defensive End, whom you
should be blocking, then
heads straight upfield if it's
open. If the defensive team
has spotted him, he should
angle toward the left sideline,
Watch your partner's moves
closely and switch to the
nearest blocker if he shifts
direction.
It's also important to
signal directions. On
running plays, Player
2 will want to let you
know if he sees a
hole and changes
direction. The same
is true if you pass to
a secondary
VOLUME 19 2)
GAME
Bench
SPECIALISTS
DEFENSE
22 STRATEGY GUIDE
NEW YORK
Blitzing Defe Gi
New York has good running, good passing and great defense—just abo.
all you could ask for in a team. Although there are many excellent playa
you'll make use of, Simms, Bavaro and Taylor are the standouts th
shape the team. On offense, short passes from Simms to Bavaro git
NewYork a radically different look than most passing teams such as Der
ver and Miami. On defense, the Linebackers led by Taylor keep constal
pressure on opposing Quarterbacks. Switching to blitzing defenders|
therefore highly recommended.
Quick Pass
With your teammate using Bavaro you'll want to try
short passes like the Quick Pass. When you control
Simms at QB, you'll have to keep an eye open for
possible interceptions over the middle. The decision
to throw has to be made quickly, though, or your
partner will be out of position. Two steps back and
throw! Once your teammate has the ball in the
middle, he'll turn upfield. You should switch to block
for him as your opponents are likely to have men in
he
fe
R
p
the area. |
Punt Fake
Simms is not limited to short passes by any means,
|
Th
bl
se
fe
ao
On the Punt Fake you have three good Receivers
running deep patterns. Manuel, the best New York
wide Receiver, runs the middle route and is your
intended Receiver. Since you're starting in what is
really a shotgun formation, you can wait for a count —
of 4 of 5 before throwing. That should give your
teammate ail the time he needs to get open. Don't
count on too big a surprise, though. On a real punt
there is a kicking arrow.
Blitz 2 Deep
The Blitz 2 Deep is particularly effective due to the
On
have Player 1 switch while Player 2 stays back to
cover pass. Or vice versa. Also, if the play goes
OFFENSE
Button Hook Pass * Draw Fake Pass Zone 4 Deep *
Lead Option * Draw Blitz Man-to-Man *
Crossing Deep Pass * Rollout Pass 4 Man Rush Man-to-Man
Screen Pass Pitch Out * ‘Stunt 3 Deep *
Rollout Pass Pass Play Action * Pinch 2 Deep
‘Sweep Power Right * Blitz Man-to-Man *
Punt Fake Sprintout Pass * Double Team WR:
Punt Power Sweep * All Blitz Man-to-Man *
Play Action Pass Slant 2 Deep
Dive Blitz 2 Deep *
Quick Pass * Zone 3 Deep
Power Off Tackle * ‘Stunt Man-to-Man *
Deep Out Pass * Lead Man-to-Man
Counter * Hot Blitz 3 Deep *
Field Goal Fake Zone No Deep
Field Goal Hot Blitz Man-to-Man *
he Pitch Out Is
Simple And Potent
The Pitch Out is basically a sweep play with super
blocking. The reason for this is that your teammate
sets up as a Fullback with a Halfback running inter-
ference for him all the way. On short yardage downs,
or even on first down, you can pick up a lot of real
estate with Carthon bulldozing down the field. It’s
also a simple play that you and your partner won't
have to practice ahead of time. You can further con-
fuse the opposing players by substituting a fresh
Receiver before the play. They may well choose a
pass defense and be out of position.
As the QB, your only job,
aside from calling for the
snap, is to switch to the
blocking Halfback and pick
up any nearby defensive
players. You won't have to
worry about a hand-off
because the ball is automati-
cally snapped to your
partner. Once it is in his
hands, he should start
hoofing it toward the right.
Past the line of scrimmage,
your partner should start
using open field running
techniques, such as using
his blockers as picks and
running away from defenders
at a right angle. For your
part, stay with a block only
long enough to allow your
partner to run by, then break
free or switch to a blocker
further upfield.
things. First, play the Receiver close,
| but keep to the inside and just slightly
behind him. When the pass is over-
POE E ESR ORO OED SEES ERED EEE EEEEHEEEOSEOEEEEE SOONG SOOO SORE SEES SEEEEE OES ESSSEeeEESHOREEHES
NES PLAY ACTION FOOTBALL
w York Power
FouR
J PLAYER
BER GAME
utton Hook Is A
Bavaro Showcase
The great thing about the Button Hook Pass is that it
is a short pass, but not as likely to be intercepted as
the Quick Pass. Bavaro, from the middle position at
Tight End, is the primary Receiver. Manuel, on the
left side, is your option, and a good one. Your partner
may choose to go with Manuel because there is less
traffic near the sideline, which means the pass is
easier to catch and, once caught, easier to gain extra
yards. The Button Hook is a good play for second
down and short when you have nothing to lose.
You must drop back quickly,
though not too deep, and
throw the pass right away,
because all the routes are
fairly short. The name Button
Hook refers to the fact that
the Receiver will come back
toward the QB to catch the
ball. It's safer than the Quick
Pass because the Receiver is
J in front of the defender.
If your teammate chooses
Bavaro's middle route, he'll
run straight out then take a
few steps back to catch the
ball. There will probably be
defenders around, so you'll
have to dodge quickly to
avoid being tackled. Luckily
Bavaro has good speed. On
the outside, Manuel may be
in single coverage and able
to catch it on the run.
RS
i
Ht
? Ss
ie
a
pL
gtnEe}
gi
7,
®
{
VOLUME 19 23
4-Player Extra
ROSTER
OFFENSE
Starting
Line
up
Starting
Line
up
24 STRATEGY GUIDE
Running Offense
If you choose Miami, you choose a team that's as home in the air as
747, and with about the same long distance range. This team was mad
to pass. Marino to Clayton, Duper and the Tight End, Edmunds is t
focus of your offense. But Logan at Running Back can steal some of t!
attention when he suddenly sweeps out of the backfield or takes a scree!
pass. On the defensive side of the field you have two fine Cornerbac
helping out the Free Safeties Oliver and Williams. But, like Houston, tl
Miami team is one of the weakest overall.
Play Action Pass
Duper on the left side runs a medium deep route
and Clayton on the right runs a short pattern, When
Duper is the intended Receiver, you should drop
back 3 or 4 steps to allow your teammate time to
get into position. Throwing to Clayton is much
quicker. Take two steps and throw. The middle route
is to Smith, who comes out of the backfield. You
should throw the pass after a single step. Once the
pass is caught, switch to a blocker to give your
partner some running room.
Shotgun Bomb
Marino can be devastating with this play, lofting the
ball 30 yards to speedy Receivers, who can tack on
an equal number of yards once they've snagged the}
ball. Edmunds runs the middle route, Duper the left
and Clayton the right. Any one of them is a good
choice. Your partner should choose different routes
and use the Opposite option so the defense won't
start catching on to a favorite pattern. As QB, you
won't have to drop back, since you're already in the
shotgun formation.
Deep Out Pass
To make full use of Marino and his Receivers, try
the Deep Out Pass. The three routes—one short, one
medium and one long—spread the offense all over
the field. As a result, each of your Receivers will
probably face one-on-one coverage, which gives you
an advantage. You'll know where you're going, but
your defensive opponents won't. Clayton on the right
offers the most tempting target, but mix it up.
Choose Clayton one time and Duper on the left the
next time.
MIAMI Playbook
Button Hook Pass Draw Fake Pass *
Lead Option * Draw
Crossing Deep Pass" Rollout Pass *
Screen Pass Pitch Out
Rollout Pass * Shotgun Bomb *
DEFENSE
Zone 4 Deep *
Blitz Man-to-Man *
4 Man Rush Man-to-Man
Stunt 3 Deep
Pinch 2 Deep
Sweep Blast Blitz Man-to-Man *
Punt Fake Pass Play Action * Double Team WR
Punt Power Right All Blitz Man-to-Man *
Play Action Pass * Slant 2 Deep
Dive Blitz 2 Deep *
Quick Pass Zone 3 Deep
Power Off Tackle ‘Stunt Man-to-Man
Deep Out Pass * Lead Man-to-Man
Counter Hot Blitz 3 Deep *
Field Goal Fake Zone No Deep
Field Goal Hot Blitz Man-to-Man *
APlayer >aice|
ST as ear
0
106
Come, young adventurers ... gather your belongings, | the same resolve | now see in your eyes, and all have
your weapons and magic, and step through this _ failed. Come Thor, with your skill in battle, and Merlin
magic portal into the dark dungeons and misty under- the powerful magician. Come Questor of the quick
world below. Come, with your fanciful ideas about feet and you, Thyra the cunning Valkyrie. Come and
dragons, maidens in distress, and treasure, for you —_ experience incredible 4-player excitement. Come and
shall find them all, but beware! You are not the first run the Gauntlet...
young souls to travel here. Many have entered with
THESE ITEMS WILL AID YOU YOUNG WARRIORS
Hidden in the dark recesses of the
Gauntlet are many items that can
aid you on your quest, left behind by
adventurers less fortunate that
yourselves. Some of these items
are absolutely essential to you,
while others are not. Take what you
need, and remember your fallen
brothers, for without the items they
have left behind, you will most
surely perish here, miles beneath
the land you call home.
Shoot the Blue Potion from
a distance, and it will work
just as if you were holding
it. This can be extremely
helpful when Death is
Use Potions to destroy the
more powerful enemies,
such as Death and Acid
Puddles. Unlike the Blue
Potion, you must pick up
the Orange Potion to use it.
A Poison Potion will
decrease your Life Level by
100 points. The best way to
deal with this menace is to
shoot it and get it out of
your way.
Long ago, someone
dropped this bottle of cider.
Drink it and you will regain
100 Life Points.
Ah ha! You have found a
plate of food. Eat it and
gain 100 Life Points, but eat
quickly. | think | hear
something coming down the
hall!
You have found some cured
meat, It will restore 100 Life
Points if eaten. Eat,
lad... you will surely need
your strength before the
day is out.
This Amulet will make you
temporarily invisible. Go
quickly, before the effect
wears off!
Wear the Amulet of Repul-
siveness, and the hideous
creatures of the underworld
will be frightened and run
away from you.
Poison Cider acts just like a
Poison Potion. However, if
you shoot the Poison Cider,
it will slow your enemies
down for a short time.
26 STRATEGY GUIDE
The Amulet of Invincibility
will protect you from
receiving any wounds for a
time, so use it wisely.
This item will cause your
weapons to reflect off of the
dungeon walls and help you
defeat enemies in those
hard-to-reach areas.
This Amulet will give you 10
Super Shots. These Super
Shots will destroy all monsters
they come in contact with until
the shot hits a dungeon wall.
Use the valuable Transportabil-
ity Amulet to walk through walls
and other obstacies. With it,
you'll be able to pass through
any solid object for & short time.
Hidden treasure is the
reason most young adven-
turers try their luck in the
Gauntlet. But
beware . . . greed will most
certainly cause you harm.
The mystery potion may
contain delicious cider or
deadly poison. Drink it at
your own peril.
Use Keys to open the many
locked doors found in the
Gauntlet. Keys are plentiful,
but if you use them foolishly,
you will surely perish.
Some special treasure boxes
will have to be opened with a
Key, but usually this means
the treasure inside will be of
a better quality.
GAUNTLET II
AUNTLET
CHALLENGE
Descriptions of the Gauntlet are E&
shrouded in mystery and confu-
sion, Every traveler who returns
has a different story to tell, so it
seems that the levels change each
time you enter. However, the few
who have returned all agree in
some form about the first 5 levels. Mainly Ghosts and Grunts
Here'is a description of what is inhabit Level 1, but there
known to be true. is rumored .to be a
secret exit to Level 6.
The exit in this level
magically moves from
place to place. If you
find a location where it
has been before, have
patience, as it will
surely return.
Ss Of The Gauntlet?
tas There is no way to tell in what
order you will encounter the
levels after Level 5, but it
seems that eventually you will
come upon some of these very
tricky places. This level will
scroll forever in any direction,
and will keep repeating itself.
Just find the exit somewhere
near the center and don't
attempt to explore the whole
thing.
VOLUME 19 27
4-Player Extra
will damage other
5 in your party in this
e careful. The best
to spread out so
ve is less chance of hitting
one another.
seensenseseee|esenns
if
F
ie
a.
i
!
f
Reflective shots from other
players and even from yourself
are more dangerous in this level
than the many monsters you
will have to defeat. Spread out,
and be sure to fire only when
you absolutely have to.
Gaupre
weet athe?
Ouch! If you keep
shooting yourself,
the monsters are
going to be out
of a job!
28 STRATEGY GUIDE
Your Shots Stun Other Players
Whityour fellow adventur- jg > | oil {eT THT HAHAH
Seimethis level, they will
ol Stunned. They won't be
Bable to move for a few seconds,
giving the enemies plenty of
time to gain the upper hand.
f
Ht
f
i
ni :
JN et
“Yow! Watch where you're shooting
wizard!!"
'oors
This level is filled with doors,
but there are enough Keys lying
around to grant you passage
through the level. However, you
still must be wary of using all of
your Keys too early. Thrift,
young heroes... thrift.
Open too many doors at once, and
you'll be surrounded by rampaging
enemies.
VOLUME 19 29
4-Player Extra
might become trapped forever!
Stay close, and let one player
maneuver through the Invisible
Walls, while the other players
moply follow.
wae
30 STRATEGY GUIDE
Many false Exits fill this level.
Spread out, and try them all, for
there is no way to tell a true Exit
from a false one, until you have
stepped inside it's magical
boundaries.
By running in a zig-zag pattern, you
can identify the false Exits much
more quickly. Go now, and
godspeed!
GAUNTLET i
Somewhere in the deeper levels
you may find a powerful Dra-
gon. Not much is known of
these mysterious beasts, but
you can be sure that if you do
meet a Dragon in the depths of
the Gauntlet, it will be the stron-
gest of all enemies you face.
Use all of your Potions here, if you
have any left!
EXTRA SPEED
EXTRA PICK-UP POWER
q \
HOW TO DEFEAT THE DRAGON ALONG LOST LEGEND ABOUT
Use one of your You can use Super | THE DRAGON AND HIS TREA-
party members to Shots to destroy the |
anchor the top of t
Dragon, but then
the screen, so that the Dragon is you take the risk of also destroying
just visible at the bottom of the his treasure horde.
screen. From this position, you will
be able to attack him without
allowing him to use his powerful
Breath Weapon.
Keep one party member at the right You defeated the Dragon, now hold your
part of the screen as an anchor. fire or you'll destroy the treasure!
VOLUME 19 3)
How To Survive Life In The GAUNTLET
Lifeimthe Gauntlet isno easy task, Staying in a certain spot, while the
young heroes. If you are to survive, other characters explore. This will
it will take all of your cunning, allowyou to get to heavily guarded
guile and might, and a bit of luck tems easily, because not all of the
as Well. The fate of those entering enemies will be allowed on the
this vile-place is almost always Screen.
determined by how well they work
together. The screen scrolling in
Gauntlet IT can be used to your
advantage if you are clever. One
player can anchor the screen by
Bre
GOUSTLEY ner Ae,
Ps
o
GOULET re
You charged ahead foolishly,
and now you will pay the price
of inexperience.
Diagonal Attack
The Red Wizard anchors the screen while e
the others explore. .
You can attack enemies at a place where two walls
meet diagonally. Using this technique will allow you to
battle the monsters one at a time, and using the walls
as protection will reduce the effect of wounds you
sustain.
is most powerful.
32 STRATEGY GUIDE
al |
CrumblingWalls Use PoisonTo Run Out Of Keys?
Donot trust your eyes. Some walls Your Advantage Try This Tactic
that seem solid will break away
easily when shot. Allis not always — Shooting Poison will cause a poi- If you run out of Keys find a safe
as it seems, young adventurer. sonous fog to slow down the on- spot and hide. If you do not attack or
rushing enemies. One of the ways — move for 120 seconds, all doors on
to survive the Gauntlet is to turn the level you are on will open! You
disadvantage into advantage. constantly lose life in the Gauntlet,
even if no enemies are attacking
you. So, be sure you have enough
life to survive the wait!
Sometimes, you can
even find items or food
hidden in these walls.
Shoot the Poison and buy yourself What strange magic is this? The doors
some much needed time. have opened by themselves!
i Have Patience, And All Will Become Clear
Patience is the key to many things. If
you can stay absolutely still without
moving or attacking for 135
seconds, all the walls on the level
you are on will turn to exits, and you
will be able to go on to the next
level!
Ha! Now you can get out of this trap easily.
VOLUME 19 33
Thor Is The Key
Each player can only hold 6 items,
so try to keep the Keys in the hands
of the non-magical characters,
especially Thor. Thor is a great
fighter, but his magic skills are cer-
tainly not worth bragging about.
eo a.
Drat! Lots of keys and no magic when
you need it.
Apabagientinsdss
34 STRATEGY GUIDE
Magic ls For Merlin
Merlin should not pick up any
Keys, so that he will be able to
carry Potions. Merlin is by far the
most skilled in the arts of magic,
so keep him stocked with 6
Potions if possible.
destroy the
monsters,
Keep running into
the Transporter to
Uh Oh,
You're It!
Whoever gets hit by this glowing
sphere is “it”, which means all of
the enemies will chase that
character until he — touches
someone else. The best thing to do
is let Questor be “it”, because he is
the fastest, and will be able to
avoid the mon-
sters the easi-
est.
>
ul Lb? ee
UTLEY
Touch Questor and let him lead them
off your path.
Whenever you use the Transporters, you will
automatically defeat any enemies you land on
when reappearing. A wise strategy when con-
fronted many enemies, especially Death, is to
maneuver so that only one Transporter is on the
screen, and you can simply bounce off of it and
; destroy the monsters that have you surround-
easagarszasananansicnaicicacs +31 isu t ed.
GAUNTLET Il
If one of the party members is run-
ning low on energy and won't be
able to make it to any food, let him
take the lead and go down fight-
ing. This will save the other
characters’ energy, and the player
who made this heroic last gesture
can re-enter the game at full
strength
Feature.
using the Continue
Be sure to pick
up the fallen
character's
Keys and
Potions.
Sometimes you will see treasure and items on the other side of two Exits
that seems impossible to reach. The only way you can collect this treasure
is to walk diagonally between the Exits. This is a very tricky maneuver, and
will certainly take some practice to master.
Walk diagonally, and
We'll never get to that! presto!
In some of the lower levels of the Gauntlet, you'll be able to lure attacking
enemies into the path of the Demon's fireballs and save yourself the
trouble of having to defeat them all.
Let the Demons work for you, instead of against you.
Death and the Acid Puddles are very tough ene-
mies, but they are not very smart. They will
always chase you in a straight line. The trick is
to trap them behind walls or items, as they will
not maneuver around
8 ed ad Ung items as long as they are
a ‘ directly between you
fe 3° and them.
t]
7 - v <
ae ag ad
Leave them on the other SSRSEVES:
side of the wall and you : SAN <7
can continue safely. rae ~
VOLUME 19 35
4-Player Extra
WHAT WILL YOU FIND IN
THE MYSTERIOUS SECRET ROOM?
Hidden somewhere in the depths of the Gauntlet are
mysterious secret rooms. Legends tell of great trea-
sure and powerful magic items hidden behind their
walls, like those you gain from the Dragon's horde.
Sadly, the way to enter these rooms has long been lost
as the sands of time fall slowly over our land. The tales
are great among the inns and castles, but who is to
say who is telling some forgotten truth, and who is
simply spinning tall tales. The secret to finding these
rooms is hidden somewhere in the Gauntlet itself, so
they say, but only the bravest and most wise of adven-
turers will ever see these mysterious rooms. Search, if
you will, but remember that many have failed before
you, and probably many will fail after you have long
since given up the wandering life of a dungeon explor-
er, and settled down to a comfortable life above
ground.
yever 7°
NyEP Meer
ENG
Will you be one of those that finds your way to these scarcely
entered halls?
1, Be
HORE
men re HERHBL
Fut
APlayer Extra 4
1]
NINTENDO CAME.
4-Player Extra
The non-stop action of the World’s most popular sport combines with the ability fo
up to four players to join in, making Nintendo World Cup a real crowd pleaser. Com:
munication is key as two players on each
team control their individual team mem-
bers and, at the same time, give direction
to their computer-controlled teammates.
Corner Kick Saves, Bicycle Kick Super
Shots and miracle downfield boots to
waiting players show that teamwork pays.
Get your friends together and face-off
for fun and exciting World Cup action.
Select Your Surface
While the World Cup tournament for 1 or 2 playersis surfaces send the ball bouncing high and make for a
strictly on natural turf, the multi-player matches can _ fast ground game. Soft surfaces absorb the impact of
take place on several different playing fields. Hard the drop and slow down the roll of the ball.
The traditional World Cup surface offers The ball bounces soft and shallow on The ball stops almost immediately when
good ball speed and soft landings. the soil and makes for easy control. it hits the sand. Bounces are low and
slow.
Bra
= & =
rN
Rocks and dirt on this unkept field High bounces off the concrete can The no-friction frozen field can cause
cause players to lose their footing. cause the ball to get away. the ball to get out of control.
Set Up A Game Plan
Computer controlled players will follow rules that
you set for them before the game. Take your team-
mates’ abilities into account and choose a plan
that suits the team. If your plan isn’t working, you
can change it at halftime.
If your teammates are
fast and strong, give
them more individual
control. if they re slow
and relatively weak,
make them play
conservatively,
=
38 STRATEGY GUIDE
4-Player Team Stats
NINTENDO WORLD CUP
Some of the five teams that participate
in four-player matches have natural
athletic advantages.
The team from the USA is the only
squad with players of varied skills.
Each of the six players has his own
signature Super Shot and a focus
on offensive or defensive skills.
The variety of Super Shots will
always keep opponents guessing.
Some can be shot from anywhere
in the field and still blaze to the
goal. Even when the Bicycle Kick
has run out of steam, the USA
Team carries out the Super Shots
with style and finesse.
given names.
A suggested area of coverage
MincHican\ belcnaiaed st.yed. see
it hs
field and should be ball carriers.
Talented and Diverse
NAME POSITION SPEED | HP. S.S. | G.K. DEFENSE _
DON GOALKEEPER 2 40 3 60% |
_DaYv | FULLBACK 2 40 3 40%
amas | FULLBACK 2 38 3 40%
TONY FORWARD 6 50 7 50% |
MARK | FORWARD 4 40 7 30% i
| TERRY | FORWARD 8 40 Ho 30%
One thing that is consistent about
the players of the USA squad is
that they re all slow runners. When
opponents have the ball, members
of this team often have difficulty
catching up.
The slow USA players are no match for
speedy opponents in downfield races.
One of the best.
Hit Points
Biosoc
GK. Defense
Since all of the players are slow,
have them pass frequently instead
of trying to overtake opponents.
Keep the Goalkeeper near the Goal
and let your computer controlled
teammates back you up with
passes instead of trying to shoot
for the Goal themselves.
v
Ques §=A conservative team
effort works best for
the USA squad. Pass
often.
Each tackle and hit from the ball
takes Hit Points from the players. If
the player's Points run down to
nothing, he'll be out until a Goal is
scored or the half is over.
The number of steps a player must
run with the ball to send out a
Super Shot.
The player's percentage as a
Goalkeeper at catching Super
Shots.
VOLUME 19 39
4-Player Extra
[FRANCE | [eee
COMMON STATS
The talents of this team are con-
sistently lower than their competi-
tors. They have very little speed
and strength and should only be
chosen if you're looking for an
extra challenge.
STRENGTHS
When the Bicycle Kick can no
longer be used to make Super
Shots, you can rely on a relatively
low number of steps needed to
belt the ball toward the goal with
Dribble the ball only five steps to send
out a Super Shot.
Speed
Shot Steps
Gl. G2vEit.
The team is basically unskilled in
all categories. Their weakest point
is strength. If they're tackled or hit
by the ball just a few times, they'll
hit the ground.
The members of this team tend to lose
energy very quickly.
TEAM RATING
Not so good.
Where The Action Is:
Two Of Best Teams Face Off
In 4-Player Match
Since they are slow, your players
should pass frequently to keep
possession of the ball. If they
dribble for a long time, they'll be
taken over. Avoid tackling your
opponents so that they can con-
serve Hit
Points, and
keep your
Goalkeeper in
the goal. Use
Your Offe:
dribble
NINTENDO WORLD CUP
They're not the fastest or the
strongest, but the England team
can hold its own in a match with
any other squad. They Il withstand
a lot of tackles before falling and
stop a lot of Super Shots at the
Goal.
STRENGTHS
Statistically, the England team is
the second worst of the four-
player match squads. They do,
however, have reasonable speed, a
good backfield and a tradition of
Soccer excellence that could work
psychologically in their favor.
Run quickly and reform the defense
when opponents take the ball
To move the bail upfield, Tony breaks free
from his coverage and receives the pass
from Terry.
Speed
|
s|
After the team has made five
Bicycle Kick Super Shots in a half,
they must run eight steps with the
ball to send out another Super
Shot. With their speed, those
steps could be difficult in a pack.
im
Opponents can take over in a dribbling
Super Shot attempt.
TEAM RATING
Not a squad for beginners.
Weak Strong
®)
Tony bounces it back to Mark,
setting up a Super Shot attempt
It's good!
eS
Against good opponents, the team
should pass frequently and mark
players as defensively. When tak-
ing on weaker opponents, they can
take a more aggressive approach
and run with the ball.
TEAM
What plan will you use ?
Should The G.K
cS
Stata
Yes
No
Outrun opponents when you have the
speed advantage.
Md VOLUME 19 41
The German squad is the best in all
categories except for running
speed, where they are tied with
two others. High Hit Points and an
excellent defense against the
Super Shot make them a great
choice for beginning players.
The ball won't end up on the Ger-
man side of the field very often.
When it does, though, it will sel-
dom make its way through the
Goal. Members of this squad can
enter a pack and emerge with the
ball consistently.
rece
Members of the German team have a
definite tackling advantage.
so S Opponents to the
German team will be
hard pressed to get
} the ball through the
goal. Even the strong
Super Shots are
=
percent of the time
by this strong squad.
U.S.A. ITALY
1-0
After the initial USA score, both teams
have been scoreless with the half almost
complete. Italy now makes a new attempt.
42 STRATEGY GUIDE
stopped more than 50
While there really are no weak-
nesses to this excellent team, their
least impressive statistic is run-
ning speed. Since the players do
tend to be larger than those on
other squads, they can run only as
fast as the Italians.
The Germans are
not known for
speed and oppo-
nents can steal
the ball if given
the chance. Even
so, the Germans
can always get it
back.
AM RATI
Number One!
Cxux=. @HUEIZ
GK. Defense
Ee i
There's no need to pass often with
the German squad. Even though
some teams can run just as fast,
the Germans can easily recover
possession. If you want an extra
man in the action, let the Goal-
keeper leave the Goal.
German players can
usually get control
of the ball whenever
they come in con-
tact with opponents
on the offensive.
Tackle them before
they have a chance
to shoot.
With their quick dribble and team
finesse, Italy makes a late try for the
Goal.
The Italians are second only to the
Germans in all-around team
strengths. They re as fast as any of
their competitors and they can
stop the Super Shot consistently.
Their own Super Shots, though,
will take time to perfect.
STRENGTHS
Speed and strength rate high on
the Italian squad. Their advantage
is in endurance and Goal Line
showdowns. They may not be as
flashy as the German team but, in
the right hands, they'll be able to
go just as far. After some experi-
ence with the German team,
choose the Italians.
It's in the air, but, time is very tight!
=
A running Super Shot for the Ital-
ian squad requires 13 steps. Since
the players run quickly it can be
difficult to count the steps. You'll
have better luck with a Bicycle
Kick.
The Italians must run the ball almost
half the length of the field for Super
Shots.
TEAM RATING
An all-around unstoppable team.
NINTENDO WORLD CUP
GK. Defense
we
The Italians have no need for
constant passing. Let your team-
mates dribble and shoot often but
have the Goalkeeper stay in his
place. Even though they are a good
team, a conservative approach is
recommended.
Have the
Goalkeeper stay
near the Goal.
He's crucial to
your success.
HALF TIME
U.S.A. ITALY
1-0
3
The USA team is saved by the end of
the half
VOLUME 19 43
Winning Techniques
Soccer is a game of speed and strategy.
Here are some tips to help your team
work together.
Corner Cue
When your opponents kick the ball out of bounds at
their end, take advantage of the Corner Kick and set-
up a score!
Stand near the Goal and
Bicycle Kick it through!
Ai
Your opponents sometimes
kick the ball out-of-bounds
on their end,
@ Super Shot From Anywhere-e
The USA squad has a player that can curve his Super
Shot so that it will always go for the Goal. Keep Dayv
in a far corner and try for a long lob in his direction.
He'll send it flying with a Bicycle Kick!
The other side kicks Dayv sends it right back.
the ball down field.
Give And Go
Bring the ball downfield in a hurry and keep it from
your opponents with the classic Give and Go strategy.
Two players run the length of the field side by side,
Run down field with your partner at the
distance shown and keep passing as
you receive it
The second half is underway and Italy
is coming back with the consistency
and strength they're known for.
44 STRATEGY GUIDE
—e
always passing as soon as they get the ball. The zig-
zag pattern keeps opponents running back and forth,
never quite reaching their man in time. Even the
slowest running teams can
make use of this strategy.
Your opponents will always be
one step behind with the Give
and Go.
The USA team tries to come
back but the Italians are too
fast. They take it away again
Leap And Bounds—_————-e
Slow players can actually move faster by jumping
repeatedly instead of running when they're trying to
catch up to the ball.
Pick yourself up and do it
again.
Pull Them Away
Pull the defenders from their positions by dribbling
the ball down the side. By the time you get to the far
corner, your teammate waiting close to the Goal will
be alone with a straight shot to the Goal. Pass it to him
Jump head first downfield.
NINTENDO WORLD CUP
Angle It In —-—————_
Players can run, pass and shoot in eight directions.
Diagonal shots often will go right past Goalkeepers
who are looking for the straight shot.
The Goalkeeper is ready for
a straight shot.
Make him dive for it with a
diagonal.
quickly and he'll have a clean try for a score. The com-
puter players do use a zone defense but you can catch
them off guard.
Run down the line and let
your opponents close in.
Pass it to the open man,
Quickly bounce it into the
Goal before the other side
And Far-——_—_®
When you pass, the ball always goes to your closest
teammate. You can send it all of the way down in a
hurry, though, by shooting and alerting your partner to
catch up with it at the other end.
FP
The shot is faster than the
pass. Keep your partner clued
in on when you're going to
send it down,
Head It
To perform the Bicycle Kick Super Shot, you'll have to
get a teammate to pass the ball to you in the air. When
you have control of the ball, pass it to your teammate,
and while its on the way to him, press the A Button so
that he'll pass it back immediately. Since he'll know
that he’s supposed to pass the ball to you before he
even has it, he'll bounce it back with a high lob off his
head. It'll come back to you with more than enough
height to Bicycle Kick it on through.
Toil
The ball will have a lot of
height if your teammate is
above you.
Bicycle Kick off a high lob
and you'll score almost every
time with an incredible Super
Shot.
APlayer Extra
.%
and Serpents” is a trademark of Acclaim Entertaiment, Inc. *
Swords
© 1990 Interplay Productions, Inc.
A Shadowed Maze Conceals An Ancient Evil 3
Where the Serpent came from nobody knows, but its‘very presence in, the land spells
chaos. Countless are those who sought and failed to rid the world of this menace, ‘stealing _
into the labyrinth home-of the Serpent, armed with sharp steel and rumors . : -and hope.
Now, another four will take the challenge.
Legend tells of aman known only as the Ruby Warrior
for his ring, his shield and sword and crown, which
bore the precious stones. It is said that one who would
defeat the Serpent must have these items. Seek them
at
As the four of you descend
into the labyrinth for the first
time, you are bold, but untest-
ed. The wisdom and strength
of experience you require is
gained through battling foes.
Save the game each time you
attain a higher Experience
Level.
SS
Armored men, whose spirits have been corrupted by
the Serpent, guard the stairway to Level 2. The warriors
of your party should attack when they can. Watch the
position of the sword and
shield and strike exposed
areas of the enemy. Your
magician should use Heal
when energy levels drop.
= ye le \-a DAike mice li-1e)\g
* Follow Your Leader
One member of the party must
lead the others on their quest,
Defeat is not the end of
your quest. Visit Temples
to revive fallen partners,
controlling the direction of
travel. How you choose is up to
you, but choose wisely.
48 STRATEGY GUIDE
in the maze. Seek also clues to the location of the Black
Crystal, with which you may teleport from Level 1 to
Level 13. Throughout the levels you will uncover magi-
cal items, but visit Armories, too, and listen for clues.
WW Stairways
Ley Secret Doors
Locked Doors
. Teleporter*
(to Level 6)
. Information
Information
Temple
Wise Man
Information
Wise Man
. Information
Information
. Wise Man
(Black Crystal Puzzle),
Wise Man
. Armory Shop
. Spell (Sting)
ZOmmoowD >
% Note: To use Teleporter (A), see page 52.
SWORDS and SERPENTS
The second Level holds greater dangers and
greater rewards for your fearless band. Learn the
secret of traveling swiftly through the maze via Zoom
Tubes and Teleporters. Search for the Great Sword in
WW Stairways
JDoors _ EX\Secret Doors
JLocked Doors
Zoom Tube
(to Level 1)
Information
. Information
Information
. Ruby Glasses
. Spell (Shield)
Information
Great Sword*
. Wise Man
Wise Man
. Teleporter
(to point L)
% The Great Sword is hidden somewhere in this maze of tiny
Each player should be assigned
a special task: 1-The Leader, 2-
Map Maker, 3-Message Keeper,
4-Monster Tracker (who keeps
track of monster strengths).
the Maze of Doors. Unlock the mystery of the hidden
chamber, which holds the first of the treasures left by
the Ruby Warrior. Above all, gain strength and wis-
dom for the trials ahead.
How it came to pass that such useful devices were built
in the labyrinth is a great mystery. Take care to map
where each begins and ends.
The Zoom Tube sweeps your Teleporters may warp the
party up to the previous level. adventurers between levels or
Use it to return to the Temple between two points on a
to restore energy. single level.
aS
When you first arrive at
the chamber where the
Ruby Glasses are hidden,
you will find a Gold Lock
on the door. There is noth-
ing that can be done about
it until you return from
Level 3 having won the
Gold Key.
Magician, Heal Thyself
! If you have two magicians in
! your party, each should be in
: charge of keeping one of the
fighters or thieves healthy dur-
ing battles.
VOLUME 19 49
4-Player Extra
The cunningly complex design of the Serpent's maze
hinders your party as you explore this third treacher-
ous level. Everywhere are doors that won't budge, trap
floors and foes who grow stronger and smarter the
To heroes who have traveled this far, fighting fiends
and ghouls at every step, the complex locking mecha-
nism of the inner doors may seem an unnecessary pre-
caution. Hasten your descent into the maze by follow-
ing the sequence of Remote Triggers listed below the
map to unlock the doors. Go first to point L, then points
E and |.
When you have tripped the
three Remote Triggers and
the final door stands open,
move on to the dangers of
the northeast quadrant.
Hidden long ago in the floor tiles of
the maze were traps to wound
unwelcome visitors like yourself.
On this level, such traps are found
only in the northeast corner, but
elsewhere in the maze you'll
encounter more of them.
Avoid damage
squares by keeping
near the walls.
further you journey into the roots of the Earth. But
here, too, you will discover a valuable Horseshoe, a
Gold Key and the Mirror Shield. Words from the Wise
Man may save your lives, so listen closely to him.
=] Doors Secret Doors
[) Locked Doors
. Spell (Deadeye)
. Mirror Shield
Gold Key
Magic Fountain
. Remote Trigger #2
Wise Man
. Information
. Horseshoe
1] Stairways
Remote Trigger #3
. Wise Man
Information
Remote Trigger #1
. Information
. Information
, Zoom Tube (to Level 1)
rOnmoom>
f 4-Player Extra Strategy
And The Password Is...
Swords and Serpents provides five
passwords--four for characters and
one for the game--so that you may
use characters from other Swords
and Serpents quests ina continuing
game. Just beware of entering a
character who is too strong or weak
for the level of your game. He will
either hinder progress or make
things too easy.
50 STRATEGY GUIDE
Endless, winding corridors teeming with enemies
are what the four of you face on Level 4. There you
will meet puzzles to tax your brains, search for
invisible doors in the stone walls and discover a
Magic Fountain where magicians restore their
depleted reserves of magic points. The potent
LEVEL 4
Death Mist spell is hidden here, as well. Remember to
take the Zoom Tube back to Level 1 if your energy runs
low.
It is not a slash on a door or a masked avenger, but a
riddle that keeps the door to the center of Level 4
securely locked.
Door Switch #1
. Door Switch #2
. Spell (Strength)
Information
. Information
Wise Man
Door Switch #6
. Door Switch #7
. Information
. Magic Fountain
. Wise Man
. Door Switch #5
rAC-TOMNMIVOW>
Various treasures will be won by mem-
bers of your party as they defeat ene-
mies. Some of these items will be useful
only to one or another of the characters.
a
] Doors z
BjLocked Doors |
Secret Doors
{@)HStairways
x*XE<CHHDOVOZE
Information
. Door Switch #8
. Information
. Information
Spell (Death Mist)
Magic Fountain
Door Switch #3
Teleporter (to Level 9)
Zoom Tube (to Level 1)
Information
Information
. Information
. Door Switch #4
Imagine a giant letter ae -
Z placed on top of the (ay switahos'to
maze. The corners of A, B, S and
the Z correspond to Y.
the locations of the
first four Door The Wise
Switches listed fa Man eee
you wil
beneath the map. riddles.
“Never do anything right,”
says the Wise Man. He's not
joking. Its another riddle.
What he means is that you
should ignore the door to your
right. Leave the room by walk-
If you go right, you'll ing through the left wall.
enter a long dead-end.
Go left.
Once again the riddle master of the maze teases you
with double meanings. To unlock the door in front of
you, proceed to the left--clockwise--where you will
encounter four Door Switches. If you go counter-clock-
wise, you'll just waste time and
lose valuable energy and magic
points.
4-Player Extra Strategy
Trading Maces
For instance, a magician cannot use the
Crush Mace. So, if you obtain an item -
that you can’t use, trade it to someone
who can.
senna we
VOLUME 19 51
4-Player Extra
Level 5 of the great labyrinth is the strangest yet, with
corridors that do not end and hints more obscure than
ever before. But this is also the end of the first part of
your quest. As you recall, the Temples are on Levels
1,5 and 10. Of even greater benefit are the magic
The corridors of this maze seem endless, but that is an
illusion, for the top of the map grid joins to the bottom,
and one side leads to the other.
This level is called Haven
because here you will find the
second Temple. In the Temple
you can restore your energy and
revive defeated partners. Save
the game so you'll begin on
Level 5 in the future.
Until you reach Level
10, this is your new
base.
Haven contains two of the most vital magic spells in the
game. Flight allows you to fly safely over floor traps
while Passwall enables you to penetrate solid walls.
Know that your quest cannot be completed without
Passwall.
With Passwall you can now
make use of the Teleporter in
Level 1 which leads to Level 6.
When you discover a trap in the
floor, mark it on your map and
use Flight to avoid it next time.
At Level 5 your party has faced many challenges and
dangers. Now prepare yourself for 11 more levels of
acid pool traps and riddles within riddles. Following is
a list of what you must do. Seek the items of the Ruby
52 STRATEGY GUIDE
) %e
“spells learned in this level. But with the rewards come
risks, because the most powerful enemies ever are
lying in wait!
Doors =)\Secret Doors
=) Locked Doors
Stairways
A. Armory Shop H. Spell (Passwall)
B. Information |. Glow Cloak
C. Temple J. Spell (Flight)
D. Wise Man K. Information
E. Information L. Wise Man
F. 400 Gold M. Information
G. Magic Fountain N. Zoom Tube (to Level 1)
Warrior in Levels 6,7,11 and 13. Win the Black Crys-
tal in Level 12. Map all that you see and record every
word of the Wise Man. If you do all this, you may meet
the challenge of your final destiny.
ApPlayer Paice,
E
=
a a
V_BALL
4-Player Extra
Get ready for some sand-spiking excitement with Super Spike V’Ball from Nintendo. The
two-on-two action of Beach Volleyball makes an ideal subject for a 4-player NES sports
game and Super Spike :
V’Ball is perhaps the easi-
est of all to play. With only
four guys to watch and
control, you and your part-
ner are free to concentrate
on real V'Ball strategy (with
a little bit of “California
Dreamin’” thrown in, cour-
tesy of moves like the Sup-
er Spike!).
Super Spike Quick Attack
To pound your opponents with a Super Spike, when This quick trick can take even experienced players by
the ball is in the air, jump underneath it and rapidly SU'Prise. When your partner sets up the ball, don't
1 ome press “B.” Hit “A” Wait for it to come down near the net. As soon as he
Me to unleash the Sets it up, get close to him, jump and spike.
power!
--——— Jump, Power-Up, and
KABOOOM! Be sure 7 .
your hand is lined up Use Turbo to do a Quick Super
with the ball before Ske.
you swipe at it.
Spike The Serve
Although this move may not be legal in regulation vol- gy
leyball, in Super Spike anything goes! If you time it
right, you can jump and Super Spike the opposition’s I
serve. Be sure to back up your partner if he tries this
move, since it can be difficult to pull off.
Just Get It Over The Net
Of course, you can hit the ball three times
while it’s on your side, but the third hit has
to send it over the net. When you receive a
serve, try to hit it over the net with your
second hit. This will give you one more hit if
you miss it, and it makes the action faster, You'l| have to be quick to return
catching your rivals off guard. the ball in two hits. It takes
coordination between team mates.
54 STRATEGY GUIDE
SUPER SPIKE V’BALL
Gump Serve prammeusnmememnmemusee oe
All the real pro V’Ballers use a
jump serve for greater power and a
better angle of attack. To Jump
Serve, press the A Button to throw
the ball up, hesitate until it starts
falling, then quickly jump up (B
Button) and hit the ball (A Button).
Use the directional arrows to aim
your serve.
You won't be defenseless against
the many powerful offensive tac-
tics. If you jump directly across
from your Super Spiking opponent
and power up by repeatedly pres-
sing the B Button, you will come
out on top, and block his spike into
the sand.
The jump serve is faster and easier
to aim than the standard lob serve.
You must be next to the net and
directly across from the spiker to block.
VOLUME 19 55
4-Player Extra
Ee a
The Well Rounded
Team is about aver-
age in Power, Speed
and Defense. They
are a good option
for beginning play-
Although the De-
fenders may not
have the best team
speed, they cover
the court well and,
can make some
The Well Rounded Team's lack
ers.
If you don't pick a team in the
Character Select mode, you'll
Play as the Well Rounded Team.
spectacular saves.
The Defenders are tough and
recover quickly from Super
Spikes.
rag . 7 As masters of defense, the De-
Of true Weaknesseeise ie roe! than you inacertainarea youll | = Bi-\ Its fenders guard their courtlikeno | | courtdefensively,theDefenders | fii Uy WU e
strength. However, they do not have to compensate with skill. ‘Speed ether teem Front accurate: eRe nf onines to —
excel in any single skill. Use your speed advantage cross-court diving saves to offense, and their spiking power
a against the Power Team, and shrugging off powerful Super isn’t particularly overwhelming.
your increased power against Spikes, they can play even the = pS on
the Speedsters and Defenders. Power Team to a stand-still.
f
°
Power Defense Power Defense
The Super Spikes of
these muscle-bound
power houses will
flatten even the
toughest defenders.
They are a fun team
to choose if you like
to make your compe-
The Speedsters use
swiftness to cover
the entire court on
offense and de- §
fense. Their speed
makes up for their
lack of striking pow-
er.
tition eat sand.
Prepare to be punished by
Super Spikes if you play
against the Power Team.
The Super Spikes of the Power To gain the ability to deliver The Speedsters are at their
Team are so powerful they can such mighty spikes, the Power TEAM DATA TRIANGLE best eps attacks and
knock down all but the perfectly Team spends a lot of time work- Speed double net coverage on
positioned defenders. The ing out, which makes them
opposing team will have to stronger but slower due to their
worry more about muscle mass. They will have a
staying on their difficult time
feet than where to with teams
stand. Use your which can
power to “psych- accurately
out” your compe- e place the ball
tition. anywhere in
the court. Power Defense Defense)
speed!
56 STRATEGY GUIDE
VOLUME 19 57
4-Player Extra
These strategies can be used with any number of players, but they work
best with the flexibility of four human players.
WY Block The Serve
It takes practice to block the serve.
Although a jump or lob serve can be
blocked, it’s easier to block the lob
because it’s slower. After the ball is
hit, an X will mark the spot where
the ball will come down. Use this
mark to line up against the net and
jump to block. If your partner is
going to block the serve, be ready to
back him up in case he misses.
My 1
Jump and Watch the angle on the
stuff it! serve and the target Go for a Super Block on the serve for
mark. Time your jump. an almost sure point!
and spike.
Y Team Communication
When you're playing with a buddy,
good communication is essential.
But, at the same time, you don't
want to let the other side know what
you're up to. Good teams will create
secret codes for each play. For
example, the Quick Spike is a play
that works best if the other team is
unsuspecting. So when you want to
do it, instead of yelling “Quick
Spike,” make up a code word, like
“Oil” or “Do it!”
Y Create Confusion/Divide And Conquer
Even real V'Ball partners
have action phrases to
coordinate their attack and f
defense. iS t
Just as good communication can be a boon to your side, the lack of it can
kill you. In the heat of action, it can be easy to get confused, and if you
sense your opponents’ lack of communication, you can use it to your
advantage. An especially difficult ball to play without communication is
one hit right between two defenders. Either both defenders will go for it,
causing a real tangle, or neither will try, each thinking the other has it. Ss
Against teams with perfect defense, confusion is
sometimes your only hope. Anything you can do to break
their concentration will help your team (anything short of
spilling a drink in their lap, that is)
58 STRATEGY GUIDE
SUPER SPIKE V’BALL
WY Quick Spike W Aim Your Spike
Surprise Attack Well
Beginners are especially susceptible to the Quick | A Super Spike will almost always knock down a
Spike as it can seemingly come out of nowhere when defender, but unless you aim properly, the ball will fall
properly executed. So, beginners, it's best to play back inbounds. For best results, aim your Super Spike
defensively at all times against a team that uses this at the rear of the court. That way, even if the defender
technique. receives it, the ball will fly back out of bounds.
Spike To The
Back Court
Spike To The
Front Defender
These poor saps weren't
expecting a Quick Spike...
Hit the ball and use the direc-
tional arrows to aim it for the
back of the opponents’ court.
Ne =
y Don’t Get Crossed Up
Try to keep some distance between you
and your partner unless you are going for
a Quick Spike. Not only can you cover
more of the court, but it’s less likely you'll
lose track of which character you're con-
trolling. Although it’s usually easy to tell
which man you are controlling with only
two guys on a side, in intense moments
you may lose track. Concentration is the
key!
if you lose track of your character, both
players may try to do the same thing at once.
There is no advantage to ball hogs in Super
Spike V'Ball; team work is essential.
VOLUME 19 59
4-Player Extra
WY Aim Your Jump Serve WV Back Up Your Buddy
The jump serve is the best serving technique to use, as
it's difficult to block. The best serve heads cross-court
for the far corner of the opponents’ court. This gives
you more time to set up your defense. Mix up your
serves to keep your opponents on their toes, but
remember which is the most effective in case you
need a quick point.
Some teams are confused by serves
that drop in the middle of the court,
others can't return the corner serve.
yY Team Work Wins!
Before playing, decide who will play
offense and who will play defense.
The offense man should play close
to the net, looking for an opportu-
nity to spike the ball or block an
opponent's spike. The defender
should play back and be more free
moving. Each player should be
———
Defense ready for anything.
Strategic Diagram
a
¥,
A
| 7
Offense
60 STRATEGY GUIDE
When your teammate tries to block a Super Spike or
serve, always be ready to back him up in case he
doesn’t succeed. In a failed serve block, you can tell
where the ball will land by watching for the mark. It's
tougher to back up a failed spike block, but a diving
dig will often pull it off.
You weren't alert and lost the
point...
You saved the point! Play On!
Wy Hang Loose, Dudes!
Whatever you do in Super Spike V'Ball, don’t panic or
get angry. If one team seems to be much better than
the other, switch players. V’Ball really is the easiest of
all the 4-Player sports games to control once you get
the hang of it. Practice as much as you can, relax and
have fun!
ApPlayer Paice]
Ivan Ironman Stewart’s
TM&& Iran “Iron Man” Stewart's Super Off Road is licenced to
Tradewest, Inc. by Leland Corp. VOLUME 19 6)
GrabYour Partners And Hit The Dirt!
Mix together some mud, boulders,
racing machines and four NES-
playing pals, and not only will you
get a whole lot of smoke, you'll get
off-road racing, the most grueling
and punishing sport ever devised.
Super Off Road puts you and three
friends on the fast track of stadi-
um off-road racing, with truck-
busting courses designed by Ivan
“Ironman” Stewart himself.
| TIRES:-.----4 H
$4,000 7 $Ap).000
After each race, you'll have the
\
I
opportunity to spend your win- —_ |
nings on parts to soup up your ; “
racing machine. Splurge your 4 .
dough wisely to keep up with , & >
the competition. ;
Use Nitro to give your ma-
chine an extra burst of
speed.
Better tires give your truck
traction for going over rough
spots and climbing obstacles.
T. SPD--$ 4 9.000
Ae
|
poe rizand
oe eee ee
Se IE.
ns hed / /
lronman's fabulous Speed Shop = eee =
has everything you need to make
your truck a winner. You'll just have
to out-race your buddies and win
{he cash first. - .
“Baything youl peieehe in the. niches even. Spend Si Voar a spare |
Speed. Shop will improve. your abe on Nitro:don't Ae your.
Improve your accelerator to
reach top speed quickly.
The Top Speed option
makes your engine more
powerful and capable of
greater speed.
‘truck's performance; sothere isno (1
uy (see ne
in), In. ‘
‘fight or wrong item'to!
Be dee iiteln tis
i gested det oan
‘buys and
62 STRATEGY GUIDE —
a a a a a a a a a a a a a a a a ae
SHOCKS --$ & 1),000
[i
tusmt %
Shocks make the ride over
the rough a little smoother
and faster.
When you're done souping
up your truck, select Next
Race. You'll get a mini-
preview of the next course.
Study The Tracks And PlanYourAttack!
Eight different tracks await your challenge in Super —_ ones. You'll run the tracks clockwise (follow the blue
Off Road, each one more difficult than the last. The line below.) and counter-clockwise (green line). A
sequence of tracks you tackle will giveyouachanceto crooked line indicates where to hit the Nitro.
master the easy ones before you get to the tough
The Fandango track configuration is
| a popular one in Super Off Road, but
that’s good because it’s the easiest
one in the game. The only tricky parts
on the Fandango layout are the hair-
pin curves in the central area of the
® track. Grab the lead and hold it by
taking these turns as tight as pos-
sible. Use Nitro in the top and bottom
straightaways to stay ahead of your
competition.
® Dangerous Curves
Some players may
take the central turns &
slow, creating a
passing opportunity.
Steer carefully and Pw
avoid the walls.
Although the Sidewinder track is
wide, the surface is pocked with
craters and strewn with boulders.
It's a real workout for your shock
absorbers! Use your Nitro in the
straightaway, or in the upper right
turn. Beef up your Shocks and Tires
before you hit this road.
Cutting Corners
Stay close to the
inner wall in the
at | lower right turn to
= ; A gain on the trucks
x nA
in front of you.
\
©) Assail Obstacles Head-On
Your truck can make some wild nitro-assisted leaps if
you properly time the use of this powerful propellant.
Make sure you're headed straight at an obstacle before
you hit the Nitro. If you hit it crooked, your error will be
magnified by the Nitro and you'll smash into the wall.
Use the obstacles to leap over the trucks in front of you
to take the lead.
VOLUME 19 63
This fiendish figure-eight style
course features a dangerous cros-
sing point in the center. If you're in
the lead, be careful in this area-
your rivals may try to crash into you
to slow you down. (That's a hint for
you slowpokes . . .)
® Rise Above
You can use the ele- [igi
vation of the upper E
right turn to jump
over the central > we
crossing with a agi ba ss
blast of Nitro power! * Ph 7
Big Dukes also has a crossing
where it's possible to get side-
swiped, but the ramp-like dirt
mounds of the junction makes it
easy to jump over if you have Nitro.
The track is not too tough if you
keep up with the pack, but it can be
difficult to catch up if you don't.
® Nitro Assisted Turns
ZEEE § Use Nitro in the
r=: upper right turn of
this course, but
| don't oversteer
Get A Jump At The Start Avoid The Walls
To get a lead at the starting line, use Nitro. This is Crashing into the barrier wall can slow you down
especially effective if you're in the front row or pole more than running over obstacles. Be careful not to
position. If you're in the second rank of cars, wait over steer or use Nitro when you're near a wall. When
until your path is clear before you hit the Nitro. Don't you're running against a wall, be sure you're steering
use Nitro when another car is directly in front of you. straight and not grinding the barrier.
Hold down the
accelerator until the Don't try to take
gun goes off, and ' turns too
then hit the Nitro. sharply or you
Getting an early lead
is the key to victory.
may steer into
the wall.
64 STRATEGY GUIDE
CLIFFHANGER
& —- ——.._ 5 —
in wwe EE ee
SUPER OFF ROAD
Although it looks easy with the long
straightaway, the Blaster course is
tough. You have to line your truck up
perfectly in the straightaway to
avoid driving up and over the
embankments. Use Nitro to jump
over the course, and for extra speed
in the wide turns.
® Pass In The Rough
If you've improved [i NR
your Shocks and a>
?
“a
Tires, use the rough of ee } ?
area on the left to =
pass, as it slows '
tition. U == 4
down the compe-
Without barrier walls, the Cliffhan-
ger is one of the fastest courses.
You'll have to keep your racing
machine on course and not cut any
corners. If you cut even one, you'll
be disqualified. If the other trucks
get too close, try to knock them off
the course.
® Straightaway Play
Neitetetietiely vit the Nitro at the
start of the top
straightaway and use
your momentum to
| zoom down the right
side of the track.
LN I
La
Avoid The Pack
Don't try to push your way through a pack of cars on
the inside of the track. Pass them on the outside
using Nitro.
iy) Pass with caution,
and a Nitro boost of
speed!
Use Nitro Sparingly
As a general rule, don't
use Nitro repeatedly—a
burst here or there works gists
better. Use it to go over Fy
ramps and obstacles or ax
for speed in the straight- iim
away. Using Nitro to take
corners quickly also sal
works, but takes practice.
os
Nitro can make the difference
in winning or losing a race.
VOLUME 19 65
Only the greatest off-road racers
make it to Hurricane Gulch. Not
only does this track have lots of
twisting turns and rough obstacles,
but it's also very narrow in most
areas, making passing difficult.
® Leap The Gulch
Pb
ay 7.=
Use Nitro to leap the gulch at the top
center of the track, This wide straigh-
taway is also the place to pass the other
trucks.
big ramp near the
center of the track.
You won't encounter this challeng-
ing track until later in your racing
career. The toughest part of the race
here is the zig-zagging route at the
top of the track. You may have to
slow down by tapping the accelera-
tor and steering carefully.
© Blast Off The Big aed
Use Nitro to blast (A a 2
your way over the & wn Ve
Sez!
Team Play In Four-Player Mode
With four players racing in Super Off Road, you can all race against each
other, or in teams, two-on-two. When you race as a team, keep a record of
who won each race. At the end of the circuit the team with the most victo-
ries wins, When you're racing with
teams, one truck can be the spoiler
and try to crash the other team’s
trucks to slow them down, while the
other racer goes for the finish line.
66 STRATEGY GUIDE
Rott AEH ETE EE
at
Lem ‘
— out the — Decide who
will be the spoiler (but don't let on),
before the race starts. Switch off from
time to time to keep your opponents
guessing.
VOLUME 19 67
RINGS:
TM and © 1989 Konami Industry Co., Ltd
Dig your toes in the sand and prepare to get down behind
Ultra’s net! Up to four players can vie for the ultimate title of
Beach Volleyball Guru. Only a net divides the men from the
boys in this game. When the sand stops flying, who will
remain to be the Kings of the Beach?
Be sure to sign up before cruising
out to tackle the beach scene!
Grab three friends and four Control
Pads. Scout the beach for waves.
Have Spike show you the scene, then
decide if you are ready for tourna-
ment play. Stop at the registration
tent and sign up for the day's events.
Choose your Kings of the Beach play-
ers and decide
how many
matches you'll
play per set. Then
get ready to jam 5
some leather!
=xoy|) fee
rey
414
IT TO BEACH
Annette Funajello will sign your team up
for the rad beach volleyball tournament.
Characters In A 4-PlayerGame
Sinjin is the all-time = = |
leader in career wins, ey *
He has the best dig, eof
which contributes to a
great defense. eeitinlAs
Nobody doubis AAMRESHgp
his abilities as a
pro, He is the = >.
epitomy of a King
of the Beach!
Chaz takes after Sinjin and is awe-
some with his digs, Watch him move!
68 STRATEGY GUIDE
Randy has a great serve.
He also performs a
sweet one-arm “Kong”
block. His presence on
ey
aay 4
the court can e
make the audi- A Vtg
ence shudder, : fe
Known as “Vanilla
Thunder,” he's a
force to be
reckoned with.
Miguel is a pro blocker. He also
bashes his competitors with his serve.
Practice
Before
Pressure Pays!
There are three courts where you
can learn to control your Kings of
the Beach. In the bump court,
you'll learn to use your underhand
to return the ball. In the set court,
you'll set-up your partner for a
spike. In the spike court, you'll
learn to blast some leather!
The bump is the
easiest return in
pro beach volley-
ball. It's also a
great set-up for
an abrupt spike.
You'll need to
master this early!
a ila
The set provides
your partner with
the right elements
for a spike. It's
normally used on
the second hit
before the return
and is very useful.
The spike, a fast,
hard-hit ball, has
the best offensive |
results, It's hard to &
block. Players who
master the spike
become the ulti-
mate Kings of the
Beach!
© Maintain Coverage In All Situations!
In a 4-Player game, strategy takes a front row seat. Each player will be on guard, ready to slam or
block the next shot. Think quick or sink fast!
Cover Your Side We!
One guy at the net is never enough coverage when the
other team attempts to spike. It is especially important
in a multiple player game that the back court is pro-
tected. One well placed jam can send the ball past the
front player into the sand. Keep one player a few steps
behind the net man ready to dig and dive to recover
some of the slams that
sneak into your side of the
court. Since you can’t read
your opponent's mind, it’s
hard to know where the
spike will go. It's a good
idea to guard toward the
center of the court.
ey Attack From Side Court!
Playing with four players can iF
be more of a challenge than sigs
trying the computer. A great
strategy to use is to hurl spikes
from side court. A ball hit from
the side is harder to block and
much more difficult to judge. A
sharp slice from the edge of
the line can send your oppo- i
nents reeling into the sand.
4 | Know When To Dink And Drive!
Bluff the other team by jumping to spike, then “dink”
or bump the ball over the net. A “dink” is a very light
pop of the ball that lobs it up over their heads. Use the
bump when your adversaries are away from the net.
You can bump the ball over
the net to maintain a volley.
Use the dink to surprise
everyone!
To maintain
coverage, have
one man ready
to dive for the
save. Reflexes
will be tested!
3 | Find The Soft Spots!
Seek out your competitors’ weak points. If they leave a
gap between them, spike it through. If they fail to
cover the back court, dink it over their heads! Spike
one down when they least expect it for a sure score!
5 | Never Relax Your Defense!
Sometimes the ball will
land out of bounds but
the ref will call it in. You
can protest the bogus
call, but it doesn’t always
work. Your best bet is to
return any ball that is
close to the edge of the
court. That way, you
won't run the risk of los-
ing the point if it was an
“in shot.”
VOLUME 19 69
1990 Arcadia System, Inc
You've seen them on soda cans, in commerc even on
billboards. Now see them on your NES! That's right-
those wacky 7-Up Spots have their own video game!
Four players can simultaneously compete against each
other for control of the squares in Arcadia’s Spot for the
Nintendo Entertainment System
2®@ ee ee ee ee
Spot is the game for players who love serious strategy
with a touch of lemon-lime. Capture surrounding tiles
by moving Spot near opponents in this board game-
ee ee ee ee @@_ style video presentation.
[CLONE aaats 39394 | CAPTURE! |
Choose to move : |
only one space and [7 ) | When a Spot plops down
your Spot will be f | next to another player's Spot,
cloned to fill both of = it is changed to the attacking
the squares. This is 1) cone color. cal? Change
a great move for i.) | pots to your color by
holding your ground. & landing next to them.
cams
Bok,
ant
a Vay
ae
a ||
You can jump over =
another player's
Spot, but you'll sac- |
rifice your starting
point. This move is
great for getting out =
of tight squeezes.
AAS
= (pale
a7)
Az
a
QA | weer
Gs i ea
anaste | Seewe
| Heyer) | Waerane
V1 1@
6. Ss ee CE
A variation on the
skip, the Side Skip
allows you to move
one space outward
and one space dia-
gonally, much like
the way a knight
moves in chess.
@7
AZ
qaqa
Swakk.
47
ee
gana
ann707
at
} I d 3 1-Player 2-Player
Byes. ib CORN ae) ee s-tyeliont ‘ (Blue) ©
Four hes can ‘get ative ta battle itout onthe : Bi : \ iy
Spot range. Give the more.experienced players 4.’ Sah
“handicap by’ rere the’ tog bcs vet to make: a “Player ry bed 3-Player’’
move: tia 0 i. ve WNaL pl Green) ae 2. (Pink) =
70 STRATEGY GUIDE
It's normally a good idea to start
out a game by cloning your Spot a
few times. If you skip a square too
early in a match, your Spots may
be sizzled prematurely. Try to build
up a group of Spots in a corner
before branching out.
Spotegy is a word that means Spot strategy.
Players must use Spotegy to plan ahead to
avoid losing their Spots. Always try to predict
what will happen after you make your move.
Stealing Spots can be an enjoy-
able experience. Sometimes, how-
ever, Spot theft can backfire. Sure,
you snatch a small row, but on
your opponent's next move he
takes that row back and a few
more Spots with him. Calculating
your moves will save your Spots
from an unwanted color change.
they can conquer three simple skip lands five
y @'
Taking advantage of
yellows weakness, green
captures seven Spots,
Yellow decides to grab
some blue territory. A
green Spots or five blue Spots. It is starting to look —_ allowing blue to regain
Spots.
grim for the blue team, three of its own.
As you move from one place to
another, the distribution of Spots
will change. Free moves are those
that are not threatening to you or
your opposition. They are moves
into currently vacant squares. The
game play can get very aggressive
since the board limits the number
of free moves a player can make.
The main objective is to try and
capture more Spots than you for-
feit.
Yellow attacks the blue cor-
ner, the greens launch a
strike at the yellows, and
blue sneaks a few greens.
The number of Spots that
are controlled by each color
remains pretty much the
same.
To keep two squares free,
yellow jumps one of its Spots
and captures two blue and
two red squares. Keeping
two free squares adjacent to
VOLUME 19 7)
CHRIS
IWAN
TENNIS"
TM&© Asmik Corp. Of America
Top Players’ Tennis from Asmik is the only NES tennis game
that serves up four-player simultaneous action. You're set for
fun with an exhibition match of video tennis doubles!
( 0 PLAY MODE
With 7 play modes, Top Players’
Tennis offers video tennis for one
to four players. Doubles with
Player 1 and 2 versus Player 3
and 4 is the obvious 4-player
option.
( ( SELECT PLAYER
In 4-player doubles, you can play
Ivan Lendl, Chris Evert or a player
you create. You can create a new
player or select one that you've
built up in previous games of Top
Players’ Tennis.
Choose “Boy” or
“Girl” to make a
new player.
Use your bonus
points wisely when
creating a
character
You can also enter a
password to use an
old character.
Choose your top
seeded tennis ace
and go at it!
72 STRATEGY GUIDE
DOUBLE
nouet
(0) 4-PLAYER
DOUBLES EXHIBITION
In the four-player mode, you play a
single exhibition match, so you
can't ace the Grand Slam (win all
four major tennis tournaments).
However, you can choose which
court surface to play on.
WIMBLEDON
SELECT TOURNAMENT
EXIT START BUTTON
You can only play in the tournament with
one or two players versus the computer.
The hard and grass courts give net players
the advantage, the clay court favors back
court play.
dt ata disadvan
| the view of the
up 4 IE es
‘ing on 1 the upper | half of the |
use lob serves. Sve) akan at
i
iS
g
Ta siecle
Dortt emash the bell oo har, thouoh
it will go out. Stay flexible.
‘other player should guard the open
court,
Johnson's FAST BREAK™ on
Tradewest’s two-on-two basketball simulator
makes for a great four player sports game. Like
the other 4-Player sports games, communication
and cooperation are needed to win. Magic John-
son calls the plays and gives helpful hints.
home! Chamelonslia Bowling from Rom
four players hit the lanes. You can
player mode with or without a four player ad .
The court is big and gives you lots of room to maneuver.
Pick the left-handed —
bowler, an 11 Ib. ball,
and lane one. Bow! with —
full energy, aim to the
left of the head pin,
and you'll get a strike, —
Good coverage is essential to
keep the other team from
scoring. Stick close to your
man and stay between him
and his teammate to better s
defend against passes, if
A NIGHT ON ELM™ ™ i
STREET
Resource building on a distant planet is the theme
of this 4-Player science fiction strategy game
from Mindscape. Each player controls a growing —
It's not enough that Freddy haunts the movie
theatres, now he’s showing up on the NES! You
and your friends can start a four-player expedition
from LIN to destroy Freddy in all his shapes and colony and tries to make it the most prosperous i
forms. Search the houses for the bones you need one on the planet. All-purpose machines that
to gain entrance to the attics and cellars, where resemble mechanical mules make it all oe |
you'll find Freddy. gy
7
ia
If your group stays
together, you can
better handle the
perils of the haunted
houses.
Random planetary events, M.U.LE. is short on cape
like sunspots, affect your
fortunes.
VOLUME 19 73
PLUG INTO AN ELECTRIFYING GIFT ToR,
YOURSELF... OR SOMEONE SPECzALS
Break out the power this
- holiday season with a blast
of Nintendo Power! It's
— THE PERFECT GIFT for any
Nintendo player!
Every issue is loaded with
monstrous power tips,
tricks, awesome strategies
and full-color, bird’s eye view
maps you just can't get
anywhere else! Plus
previews and
reviews of the
latest, hottest
games out there
to help guide
you in your
next Game
Pak purchase.
You'll get
12 of these
power-
scorched issues a year!
Each one packed with over
100 pages of unstoppable
info to power up your game
skills, sharpen your tactics
and skyrocket your scoring!
intendo Power is the
ultimate magazine for any
Nintendo player you know.
Make their day—or yours—
with a subscription that'll
pump power into the game
long after the holiday season
has faded. You can give this
awesome gift foronly 15 bucks
a year!—$30 for 2 years!
Just fill out the attached
card and mail it. Or, call the
convenient 800 number
listed below. Then, use the
attached Gift Certificate
as the perfect stocking
Nintendo of America Inc.
PO. Box 97043
Redmond, WA 98073-9743
(fc
© Team up for fun with the only official
Strategy Guide with 84 pages on four-
player games — tactics, tips and more!
¢ Four-player ground rules
Hot team strategies
WES Play Action Football Super Off Road
The on-side kick is a Drive into high gear
winner for your side! with “nitro!
more fun to play!
Spike V'Ball Swords and Serpents
Teach your team the The two magic
“quick spike’ and rack —_ fountains on Level
up the points. Three will power up
your magiciant
NES Play Action Football
Vv Super Spike V’Ball
UV Super Off Road
v Kings of the Beach
v Championship Bowling
v Spot: The Video Game
V Swords and Serpents
VU Magic Johnson's Fast Break
VU Nintendo World Cup
v Gauntlet II
v A Nightmare on Elm Street
Vv MULE.
V Top Players’ Tennis